Welcome to my blog! Please leave a comment, or add any suggestions. If you are visiting via mobile device, go to the bottom and click on view full page to get the best experience and other social media channels.
Showing posts with label Madden Football Game. Show all posts
Showing posts with label Madden Football Game. Show all posts

Monday, August 9, 2010

Madden Football Arrives at Mid-Night - Terrelle Pryor Says He'll Be a Buckeye Again Next Year


I'll beileve it when I see it!

'Humbled' Terrelle Pryor says he wants to be OSU's QB as a senior in 2011
Cleveland Plain Dealer
COLUMBUS, Ohio -- To hear one Ohio State player tell it, Terrelle Pryor maybe wasn't a great teammate during his first two years as a Buckeye. Of course, the player explaining this was Pryor himself.
"I think I was a little arrogant, to tell the truth," Pryor said Sunday, speaking to reporters at Ohio State's team photo day. "You think about it and I came in as a junior in high school and everybody was praising me, everyone was being around me and everybody was telling me how I great I am. It can be kind of ... you lose your humbleness. And [now] I feel humble. I feel very humble, very appreciative."
No one's looking for a transformation from Pryor, now a junior with 23 games of experience since he took over as the starting quarterback in the fourth game of his freshman season. But everyone's always looking for progress.
Three days into Ohio State's preseason camp, his throwing motion seems even a bit more over the top, a continued improvement from his days slinging it as a freshman. His surgically repaired left knee, protected by a brace as it was in the spring, seemed fine as he rolled out and threw on the move during practice Sunday. His haircut has changed -- "a boxcut," Pryor said, "just a little old school, something different."
Ohio State quarterback Terrelle Pryor takes a break during Sunday's practice. And restating what he said during spring practice, Pryor feels more comfortable with everything that goes into lining up, taking that snap and controlling a game.
"I really feel like I'm a quarterback now," Pryor said. "I feel like I can be a complete quarterback, but I can also run the ball. It's going to be interesting. I feel smarter and with how much I grew, it's going to be an interesting year for me."
Offered up for comparison, here's Pryor's description of himself a year ago at photo day, before his sophomore season.
"Right now, I'm a running quarterback," Pryor said in August of 2009. "I'd like to be a quarterback than can run someday. But right now, I'm a running quarterback."
So that's a change.
Pryor also said he's interacting more with his teammates and with people he runs across in his life. He said he's sitting up straighter in meetings, paying more attention, answering questions that aren't even directed at him.
"My freshman and sophomore year I wasn't trying to get better every day," he said. "Now I push myself because I got so close with the senior guys now that I want to go out with a bang."




A year ago, OSU coach Jim Tressel was touting Pryor's progress, but it was mostly about understanding the offense after a first year just trying to survive on talent. Tressel wasn't talking about Pryor as an old guy then. Now he is.
"I think he's played like a veteran these first couple days," Tressel said. "He's got such a foundation now that I've been very impressed with his summer and his first two practices."
Pryor claimed Sunday he's not ready for it to end anytime soon. Unprompted, he said he'd return for his senior season, which might be a smart move according to some draft analysts.
Pryor's far from the first player to promise to come back -- in recent years, running backs Antonio Pittman and Beanie Wells and receiver Anthony Gonzalez all talked about returning before passing on their senior seasons. But again, Pryor wasn't pressed on this. He was just looking into the future, just as he'd been looking at the past.
"I want to leave a legacy, that's my goal," Pryor said. "That's why I'll be here for four years. I can't wait. I'm so happy."



MADDEN ARRIVES AT MID-NIGHT


Critics: Madden 11 draws up new plays, still scores
yahoo.com
Hope you're ready for some football, because if you play video games, that's mostly what you'll be doing this week. EA's annual August Madden moment finally arrives on most major systems Tuesday, giving football fans the perfect way to kill time while waiting for Brett Favre to make up his mind. Again.
But while the legendary flipflopper loves the drama, EA loves to avoid it by doling out small changes to Madden year after year rather than massive revamps. Madden NFL 11, however, has decided to hurl a Hail Mary by tweaking the way plays are called, a feature that has remained fairly consistent for roughly two decades’ worth of gridiron greatness.
So should you strap on your gaming helmet and order a week's worth of pizza, or stick with last year's game and focus on your Fantasy team instead? According to critics, tuck $60 under your arm and juke towards your local retailer: Madden 11 is worth drafting.
IGN jumps right in and gets its hands dirty with Madden 11's biggest new feature: Gameflow, a one-button playcalling system that automatically chooses the best play for your given situation, turning marathon Madden games into much quicker experiences.
"If you're someone who's new to Madden or if the complexities of figuring out formation types was too much for you in the past, you're going to enjoy the bulk of what GameFlow does for you," says reviewer Nate Ahearn, though he points out that the artificial intelligence "makes some bone-headed play calls that...will likely be lamented by hardcore veterans of the series." Still, the game's got enough oomph to warrant a solid 8/10.
Game Informer's Matthew Kato goes a bit higher with an 8.75/10 review that calls Madden 11 "a clear step forward for the franchise." Why? In part because of the recharged ground game.
"Subtle cuts, bursts of speed (without the turbo button), sheer physical power, and other characteristics are layered on and make NFL players come alive and showcase the abilities that make some of them stand out from the crowd. The game makes you feel like you’ve got unprecedented control over the runner," he notes.
Madden 11's new Online Team Play feature -- which lets up to six players hit the field together, online, in the same game -- also feels the love. IGN calls it "one of the best gameplay modes to make it into a Madden game in a long time" that "lends itself very nicely to smack talking friends on your team," while game blog Kotaku believes the game "deserves praise" for leading the way in co-operative online play.
Unfortunately, MTV Multiplayer thinks Madden might have been co-opted a bit itself, calling the game's embedded advertising blitz "particularly aggressive."
"Every time you get into the red zone, anytime you get an in-game stat feed, or enter half-time, hit a big play, or even get an achievement, you'll see or hear something from a sponsor," says reviewer Brad Nicholson in an otherwise positive piece. This paragraph has been brought to you by Yahoo! Games, by the way.

The bottom line? Critics mention a variety of other flaws -- including a lack of changes to the Franchise mode, repetitive commentary and the soon-to-be-patched Strategy Pad -- but none of that seems to dissuade them from recommending it for newbies and vets alike. As Kotaku puts it: "Madden NFL 11 is loads of fun, and that's why you play the game."

Thursday, August 5, 2010

THE INSIDE STORY OF HOW "MADDEN NFL FOOTBALL" BECAME A VIDEO GAME DYNASTY!

THE FRANCHISE: THE INSIDE STORY OF HOW "MADDEN FOOTBALL" BECAME A VIDEO GAME DYNASTY!
BY: Patrick Hruby

A truly awesome article on Madden Football the Video Game. Espn did an OTL episode on this and it is one of the best shows especially if you like videogames and Madden Football. You will enjoy this article, I promise!!!




In the beginning, there was the word. And that word was no. On a cloudy morning in 1984, three men met in an Amtrak dining car winding through the Rocky Mountains, en route from Denver to Oakland, Calif. The first was Trip Hawkins, a closet "Strat-O-Matic Football" junkie and founder of video game maker Electronic Arts (which has a relationship with ESPN to integrate content into its games). The second was Joe Ybarra, Hawkins' lieutenant, a high school chess champ turned pigskin fanatic. The third was John Madden, the former Super Bowl-winning coach, hardware store pitchman, televised NFL evangelist and poet laureate of interior line play.
Boom! He'll remember that number!
See how "Madden NFL" has evolved through the years.
Then, as now, Madden had no use for airplanes. He was nearly as leery of computers. This was before Google, PlayStation or the Internet. People didn't carry credit card-thin smart phones in their pockets, and video games were quarter-eating diversions for nerdy boys. Madden was a football guy. Intelligent as hell, sure. Unafraid of the telestrator. Once taught an X's and O's class at Berkeley. Yet was totally unmoved by "Pac-Man fever." Honestly didn't know what the heck a PC did. Booming and boisterous, an alpha male to the core, Madden brandished a cigar throughout the meeting -- one nearly a foot long with the diameter of a quarter; a veritable kraken of Cohibas to be gazed upon with despair. A chew toy.
Spittle-splattered but unbowed, Hawkins made his pitch, the same one he previously had delivered in a fast-food parking lot outside Madden's Bay Area office: Help me build a game. Lend your expertise. I'll put your name on the box.
Madden was intrigued. Maybe, he thought, this could become a coaching tool. Pick a play, run it on a machine, see if it works. No need to scrimmage.
If it's not 11-on-11, it's not real football. That was a deal breaker. If it was going to be me, and going to be pro football, it had to have 22 guys on the screen. If we couldn't have that, we couldn't have a game.
He sketched formations on paper, lines branching in every direction -- little masterworks of unintentional abstract art that Hawkins would later frame.
The one-time Oakland Raiders coach talked philosophy: Where's my playing field? Below sea level and it rains a lot? Then give me Gene Upshaw. Put the defense on skis and push them all day long.
Hawkins listened. Ybarra took notes. The duo promised they would create as sophisticated a simulation as home computers would allow. Real football, with seven players to a side …
Right there, Madden balked -- even though he was technically under contract with EA to endorse a football game. "If it's not 11-on-11," he said, "it's not real football."
"That was a deal breaker," Madden recalled. "If it was going to be me and going to be pro football, it had to have 22 guys on the screen. If we couldn't have that, we couldn't have a game."
John Madden discusses the early development of the "Madden" video game.
The consummate video game 1982
Harvard grad and former Apple employee Trip Hawkins founds video game maker Electronic Arts, in part to create a football game; one year later, the company releases “One-on-One: Dr. J vs. Larry Bird,” the first game to feature licensed sports celebrities. Art imitates life.
Everyone knows how the story ends. "Madden" uber alles. Twenty-two guys on the screen? Try a 22-year-old pop culture phenomenon, a video game once immortalized in a television commercial featuring the apocalyptic strains of "O Fortuna" from the "Carmina Burana" cantata -- and the effect was only slightly over-the-top.
Trip Hawkins dreamed of starting a game based on realistic football simulations.You can measure the impact of "Madden" through its sales: as many as 2 million copies in a single week, 85 million copies since the game's inception and more than $3 billion in total revenue. You can chart the game's ascent, shoulder to shoulder, alongside the $20 billion-a-year video game industry, which is either co-opting Hollywood (see "Tomb Raider" and "Prince of Persia") or topping it (opening-week gross of "Call of Duty: Modern Warfare 2": $550 million; "The Dark Knight": $204 million).
You can witness the cultural power of "Madden": grown men lining up outside Walmarts for the game's annual midnight release; rock bands, such as Good Charlotte, going mainstream via inclusion on the "Madden" soundtrack; a pokerlike underground circuit of cash tournaments; the black-cat mojo of the "Madden" cover curse superseding the Sports Illustrated cover jinx; Madden himself being recognized less for his Hall of Fame coaching and broadcasting career than for a game that beat him into Canton.
Alternately, you can listen to Cleveland Browns kick returner Josh Cribbs.
"I used to play 'Madden' all the time with [former teammate] Kellen Winslow [Jr.]," he said. "When Kellen got married, he did it at his house. After the ceremony, he went to play 'Madden'! He just got married. His wife is sitting there. And he's playing. We all made fun of him."
It's a "Madden," "Madden," "Madden" world. We're all just playing in it. How did this happen? That's the story you don't know. … And it's a story that could have starred Joe Montana.
Dreaming of Joe Cool 1983-84
Hawkins approaches former Oakland Raiders coach and NFL television analyst John Madden to endorse a football game. Madden agrees, but insists on realistic game play with 22 on-screen players, a daunting technical challenge.
They wanted Montana. Wouldn't anybody? Think about it: You're Hawkins; a pigskin game is your lifelong dream. As a child, he played wingback on a flag-football squad. He also fell in love with the 1967 edition of "Strat-O-Matic Football," a paper-and-dice pigskin game that was, in a rudimentary way, the "Madden" of its era.
A bright and precocious teenager, Hawkins created a "Strat-O-Matic" knockoff and attempted to start a business. His next-door neighbor in La Jolla, Calif., was former AFL president Milt Woodard, which gave Hawkins the opportunity to send a proposal to Kansas City Chiefs owner Lamar Hunt. Hunt wrote back. Beat it, kid.
No matter. Hawkins ordered parts. Set up an assembly line in his family's living room. Borrowed $5,000 from his father and took out ads in NFL game programs.
He lost every penny.
The flop was a slap in the face. How could a great football simulation not sell? Around the same time, he got his first computer and, with it, an answer. "Strat-O-Matic" was too hard. Players had to crunch too many numbers, obliterating the necessary suspension of disbelief. Solution? Put the math inside the computer. Let the machine do the work.
Joe Montana was the No. 1 target to serve as the face of Hawkins' video game.While attending Harvard, Hawkins created his own major in game design. He programmed his first football simulation on a PDP-11 computer, a metal cabinet with flashing lights and tape-reel data storage that spanned two rooms. In 1975, he determined it would take exactly seven years for enough computers to reach homes to support a gaming business.
Eight years later, he was right on schedule. Hawkins was Employee No. 68 at Apple Computer. They called him "junior Steve Jobs." He codified the company's unique, oft-imitated startup culture. Made millions in stock options, then cashed out. Started Electronic Arts out of his own pocket from a home office, then moved to his first real workspace in San Mateo, Calif., just north of Silicon Valley. In January 1984, Time magazine named the personal computer its "Machine of the Year"; about 20 miles south in Cupertino, Apple was putting the finishing touches on a beige plastic box called Macintosh.
Meanwhile, Hawkins had just shipped his first games, packaged in stylish boxes that looked like album jackets because that's what EA was all about: the artists and the creators. The anonymous guys coding Atari 2600 cartridges were finally getting their rock-star due. Before founding EA, Hawkins went to Los Angeles to study at the feet of record mogul Jerry Moss. What's wrong with a little Hollywood?
Take EA's early basketball game: "One-on-One: Dr. J vs. Larry Bird." The real guys -- sports celebrities -- on the box. On the screen, too. Controlled by a joystick. No one had ever done that before. Julius Erving even came to Hawkins' studio and hung out for a day. Shot hoops with Hawkins at a local YMCA. So awesome. Only he was not Hawkins' hero. Not like Montana. Montana was God. Not a god. The God. Montana played football, as Hawkins briefly did at Harvard but better. Way better, which is kind of the point. He had already won a Super Bowl for the San Francisco 49ers. Montana-to-Clark. The Catch.
Hawkins was about to make a football game to make up for his failed high school project and show the world everything he had learned. When his dream was ready, when it was coded and debugged and sitting on a store shelf in a stylish box that resembled the cover of, say, Def Leppard's "Pyromania," it was going to need a face. A mug to move the product, for sure, but also to represent the creators.
Montana. Gotta be Joe Cool. Seriously, who else would even be worth considering?


Plenty of pain equals plenty of gain 1988-90
EA releases the first Madden football game for the Apple II home computer; a subsequent Sega Genesis home console port blends the Apple II game's realism with control pad-heavy, arcade-style action, becoming a smash hit.
The playbook belonged to the Oakland Raiders, 1980 vintage. There were no pass plays inside, and there were hardly any plays at all. There were calls about formations, blocking schemes and play-action. There were play names, which weren't actually names but rather alphanumeric combinations indicating pass routes or maybe a particular number telling a particular running back to hit a particular hole. Everything read like programming language -- all jargon and technical gibberish.
The playbook came from Madden. One day in the mid-1980s, it arrived at the desk of Ybarra, the EA producer tasked with turning Hawkins' vision into an actual working game.
"I start flipping through," Ybarra said, "and I think to myself, 'These poor people -- how the hell do they ever play football if they have to know all this crap?'"
Montana was out. Already had an endorsement deal with video game console maker Atari. Also out was Cal football coach Joe Kapp, Hawkins' second choice, who wanted royalties.
Enter Madden, who was impressed by Hawkins' pedigree and signed on.
"If this guy went to Harvard and made up his own major in games," the former coach said, "I figured he must be a computer genius."
Also enter 22 players on the screen, Ybarra's professional death march. The erstwhile high school chess champ became an office masochist, logging 18-hour days, helming as many as 17 games at the same time. That was doable, par for EA's startup years. But the Madden-endorsed product was torture.
"All my memories," Ybarra said, "are of pain."
Some of the pain was technical: making a game on a computer, the Apple II, that didn't have enough memory, pixels or disk storage. No sound chip, either, and only one joystick port. The machine could produce four colors, sure, but only if a programmer knew all the dirty tricks. Anything beyond seven-on-seven football caused the on-screen action to slow to a crawl.
"We were trying to model NFL football," Ybarra said, "on a computer with less horsepower than your watch."
Some of the pain was financial. Just as EA brought its first games to market in 1983, the home video game industry imploded. In a two-year span, Coleco abandoned the business, Intellivision went from 1,200 employees to five and Atari infamously dumped thousands of unsold game cartridges into a New Mexico landfill. Toy retailers bailed, concluding that video games were a Cabbage Patch-style fad. Even at EA -- a hot home computer startup -- continued solvency was hardly assured.
"It was like being the newest superhero on a planet that is falling apart and into the sun," former EA producer Don Daglow said. "We didn't know if our superpowers would be enough to defeat those market conditions."
The biggest pain was conceptual: What was a football simulation supposed to look like? How should it play? "Football" on the Atari 2600 console featured three-man teams composed of players who resembled and moved like ambulatory kitchen appliances. Everything was new: play-calling boxes; an "oomph" (read: turbo) button. Ybarra tried a TV-style camera angle. Finding holes at the line of scrimmage proved impossible. He switched to the god's-eye, end zone perspective still used in today's games. The game played better, but it still looked like bleeding Lego blocks.
During the two-day Amtrak ride with Madden, Hawkins and Ybarra quizzed the former coach from dawn to midnight, breaking down passing trees and line stunts and digesting game plans. Ybarra disembarked with blurry eyes, a splitting headache and a legal pad full of notes.
An entire generation of fans might not realize that John Madden was a Super Bowl-winning coach in 1977."We spent hours just learning blocking schemes," he said. "By the third year of the project, I could watch pro football on TV and tell you what was going to happen when the players were still lining up."
Development dragged. A single programmer, Robin Antonick, slaved away on the code. Six months became three years. At the time, the average game took 15 months to make. More than once, Madden himself figured EA had simply given up. An anxious Hawkins flirted with having an outside developer, Bethesda Softworks, build the game. A short-lived business deal ended in a $7 million lawsuit, later settled for $7,500.
"It was like Herbert Hoover," Hawkins said. "Prosperity is just around the corner."
Around EA's offices -- a jock-friendly environment, home to Nerf ball fights, weekday golf outings and the occasional shoving match -- the "Madden" project earned a nickname: Trip's Folly.
"Most games that went as late as 'Madden' and had that many struggles," Daglow said, "they'd take them out behind the barn and do the honorable thing."
Hawkins pressed on. Madden introduced him to Frank Cooney, a football beat writer for the San Francisco Examiner. Cooney and Madden went way back, having attended Bay Area high schools just five miles apart. Although the coach was a decade older than the scribe, the two had formed a friendship during Madden's time in Oakland. At heart, both were football nerds. As a side project, Cooney regularly attended the draft combine -- unheard of in those days -- and supplied scouting reports on college players to NFL and USFL teams. He also designed a figurine-based board game, "Grid-Grid," that functioned like electric football, only with numeric skill ratings determining the outcome of player interactions.
"I had an idea," Cooney said, "that was waiting for the technology to catch up with it."
In "Madden," Cooney found his tech. Although the game didn't have an NFL license -- San Francisco's gold-helmeted digital quarterback was named "Joe Idaho" -- it did feature players rated in 10 categories. Thanks to Cooney, Idaho's passing arm had pinpoint accuracy. And that wasn't all.
MORE ON "MADDEN"
The Life has more coverage of "Madden NFL 2011," which will be released Tuesday.
"For our playbooks, I would say to Frank, 'Go find out what a team's five signature plays are,'" Hawkins said. "He would go up to the assistant coaches, hand them paper. And they would draw up plays! We collected a huge amount of plays that way."
In 1988, "John Madden Football" was released for the Apple II computer and became a modest commercial success. Ybarra had already left the project to make adventure games. Burned out, he didn't watch real-life pro football for an entire season. Meanwhile, a jubilant Hawkins approached Madden.
Hawkins: "You stayed with me. EA is about to have an IPO [initial public offering]. You can have as much stock as you want."
Madden: "What do you mean by 'have'?"
Hawkins: "Well, you have to buy it -- at the IPO price."
"Hell, I'm just a football coach," Madden says now. "I pointed with my finger, all knowing, and said, 'I gave you my time. I'm not giving you my money.' I showed him!"
From 1989 to 1999, EA's share price went from $7.50 to $70. Madden laughs. "That was the dumbest thing I ever did in my life."



Eschewing the literal for the hyperreal 1995
EA cancels the release of "Madden NFL '96" for Sony's new PlayStation console after programming house Visual Concepts struggles with technical problems and is unable to produce a satisfactory game. EA gives the Madden franchise to Tiburon Studios, which has made "Madden NFL" ever since.
The stakes were high for a pair of upstart game makers, with a career-making opportunity and a $100,000 development contract on the line. In early 1990, Troy Lyndon and Mike Knox of San Diego-based Park Place Productions met with Hawkins to discuss building a "Madden" game for Sega's upcoming home video game console, the Genesis. Near the end of the meeting, Hawkins popped a surprise question to the duo: "Are you going to build the game I want to make or the game you want to make?"
"My answer might have been, 'Whatever you want,'" said Lyndon, now head of Left Behind Games, a Christian video game maker. "But before I could open my mouth, Mike says, 'The game I want to make.' I was like, 'Dude, I hope that was the right answer!'"
It was. Because the game that made "Madden" a phenomenon wasn't the initial Apple II release, it was the Genesis follow-up, a surprise smash spawned by an entirely different mindset. Hawkins wanted "Madden" to play out like the NFL. Equivalent stats. Similar play charts. Real football.
By contrast, Lyndon and Knox previously had made a well-received "Monday Night Football" title featuring arcade-style, action-heavy game play. That clicked with Genesis "Madden" producer Rich Hilleman, whose top design priority was fun -- a game with more sacks, more bombs, more tackles in the backfield and more 60-yard runs than real-life NFL football. Something akin to an episode of "The Hills," or what philosopher/author Umberto Eco dubbed the "hyperreal" -- seemingly authentic, yet more entertaining than the genuine article.
"I came to the game from making flight simulations," said Hilleman, who is now EA's chief creative officer. "If you make an F-16 fighter simulation and it's very accurate, to fire a single missile takes like 20 procedures. Only that's not people's perception of being a pilot. People's perception is Tom Cruise. Push a button and blow something up. With Genesis 'Madden,' we wanted to emphasize what makes football exciting, not perfectly replicate the brutality of a 3.1-yard-per-carry running game."
By 1989, EA had established itself in the home computer market, which was largely a realm of adult hobbyists and $2,000 machines. Game consoles were another story. Thanks to its wildly popular NES system -- home to "Super Mario Bros." and "The Legend of Zelda" -- Japanese game maker Nintendo enjoyed a near monopoly on American living rooms, using that clout to treat companies producing NES games like feudal serfs, controlling game content, delivery, packaging and profit distribution.
Hawkins didn't want to play along. But he craved a piece of the $2 billion home console market. Sega, Nintendo's rival in Japan, was preparing to launch the Genesis. Industry consensus held that Nintendo's eventual NES successor would crush the Genesis the same way the NES had swamped Sega's earlier Master System. Hawkins believed otherwise. The Genesis was the future machine: great graphics, fast processor and two joystick ports. Perfect for sports games.
Secretly, Hawkins assembled a team to reverse engineer the console -- that is, figure out a way to make EA's games run on Sega's hardware without its technology or approval as a way to avoid licensing fees altogether. Publicly, he began negotiations with Sega, once meeting with the company's executives while the reverse-engineering project went on in a nearby room. The gambit was risky: Once Sega caught wind of EA's plan, it likely would sue -- in part to discourage other software companies from following EA's lead, in part because reverse engineering without copyright infringement is technologically vexing. Hawkins' team, however, managed to pull it off.
To help write the Genesis "Madden" code, Lyndon hired high school friend Jim Simmons. Formerly a sound programmer, Simmons approached Hilleman with a far-fetched idea: What if "Madden" had a pseudo 3-D field?
The EA producer laughed. "Great. So how are you going to do that?"
Simmons turned on a television set. "Kind of like this."
The field was a breakthrough. So was replacing the clumsy Apple II passing interface -- on-screen action would freeze -- with a still-standard system linking each receiver to the press of a button. The game Ybarra could hardly stand became the game Hilleman couldn't put down. He took "Madden" home. He took it on vacation. He was hooked.


Meanwhile, Hawkins revealed his reverse-engineering project to Sega and offered a deal. Let's team up against Nintendo. Share the glory. You can sue, but we did the tech fair and square and have great lawyers. So make us an official licensee. And give us a reduced rate. Sega normally charged an $8 to $10 fee per game cartridge. Hawkins asked for $2 per game and a $2 million cap. Negotiations stalled.
"Only two times at EA did everyone in my management team pull me into a room and say, 'We all disagree with you,'" Hawkins said. "The first time was about not having private offices. The other time was this."
He stuck to his guns. Ten days later, on the eve of a major consumer electronics show in Chicago, Sega relented, afraid EA would sell its reverse-engineering knowledge to other software companies and torpedo the Genesis' entire business model.
"Over three years," Hawkins said, "that $2 million cap saved us $35 million."
The popularity of the Sega Genesis helped usher in a boom for "Madden."By the late summer of 1990, Genesis "Madden" was almost finished. Hawkins felt it would be EA's big break: right time, right market, right platform, right game. Meanwhile, Sega was in trouble. The company, like Atari before it, had signed Joe Montana as its North American spokesman but realized it wouldn't be able to complete a planned Montana game in time for the lucrative holiday retail season.
Hawkins received a phone call from Sega's Japanese president, Hayao Nakayama. It was his turn to make an offer: Trip, you should sacrifice "Madden." Give it to us to call it "Joe Montana Football." This will save Christmas. We'll both be better off. Bing Gordon, EA's top marketer, urged his good friend Hawkins to make the deal.
"I said, 'Are you crazy?'" Hawkins recalled. "This is the freaking franchise! This is the turning point. This is everything for us. Then I realized: Why don't we do both?"
What followed became one of the biggest secrets in video game history: EA built a "Montana" game for Sega that was designed to compete with "Madden." Sort of.
"We made sure it was totally inferior," Hawkins said.
Working from the "Madden" code base, EA removed the 3-D field, slashed the pro-style playbook from 113 plays to 13 and added cartoony, big-headed player graphics.
"Joe Montana Football" was a hit, but "John Madden Football" was an industry game-changer, spawning yearly sequels and creating a lucrative revenue model that still persists. Robust sales helped Sega pull neck and neck with Nintendo, triggering a second gaming boom -- this time around, retailers concluded gaming was here to stay. In 1990, EA had a market cap of about $60 million; three years later, that number swelled to $2 billion.
More crucially, video games were suddenly cool, the province of older teens and college kids, young men who loved competition and talking smack. Escaping the geek world, gaming set course for the center of the pop culture sun.
Before 'Madden,' jocks did not play video games. Somebody playing games was more likely to get made fun of on ESPN than get featured on there.
For Madden (the man), the new world order dawned abruptly. Six weeks after the release of the Genesis game, he arrived in New York to broadcast a Jets game. In a pregame meeting with the team, an agitated New York wide receiver confronted the former coach.
"Three?" the player asked. "Three, old man? You want to see what a 3 looks like? I'll take you out on the field and show you a 3!"
"John had no idea what the guy was talking about," Hilleman said. "We wanted John to rate the players, even gave him a chart. But we added him late to the project. He didn't get it done. So [associate producer] Michael Brook and I sat down and rated them ourselves. Right away, we get a call from John's agent. All he says is, 'John will be doing the ratings next year.'"
Atlanta Falcons quarterback Michael Vick appears on the cover of "Madden NFL 2004," then breaks his leg in a preseason game, prompting widespread talk of a "Madden" cover curse.
En route from gaming hit to pop culture juggernaut, the "Madden" franchise has tackled external competition -- rival titles such as the "NFL 2K" series and "Mike Ditka Power Football" -- and the internal division that accompanies any big-money enterprise, with various production studios winning and losing the right to make the game.
"Madden's" secret weapon? A man named Sandy Sandoval. Officially, Sandoval is the director of athlete relations for EA Sports; unofficially, he's the game's answer to World Wide Wes and Winston Wolf -- part fixer, part bon vivant, the guy who helped give the game its inimitable pro football cachet.
Need an in-game ratings boost, what Madden (the man) calls "more juice"? Call Sandoval, as quarterback Byron Leftwich once did. Jonesing for an advance copy of the game? Call Sandoval, as Carson Palmer, Chad Ochocinco and dozens of other players have done. Need to drop a few pounds, albeit digital ones? Consider it done. Last year, Philadelphia Eagles coach Andy Reid asked Sandoval to slim down his in-game avatar, a little quid pro quo for introducing Sandoval to former "Madden" cover athlete Brett Favre.
"I just saw Andy at the owners meetings," Sandoval said. "He comes up to me and is like, 'Sandy, thanks for hooking me up. I saw myself in the game. My wife loves it. She loves looking at me skinny!'"
Sandoval came to EA from sports equipment maker Easton, where he canvassed clubhouses and locker rooms across the country, peddling batting gloves and hockey sticks. Each sale was a hard one. Athletes value comfort and familiarity over change. New gear was guilty until proven otherwise.
The Browns' Josh Cribbs says the cover of "Madden" is one of football's ultimate status symbols.The first time Sandoval walked into the 49ers locker room with an EA Sports bag, however, things were different. He no longer had to explain himself. Or his product.
"All the young guys were already playing 'Madden,'" he said.
Years earlier, a single insight led Hawkins to create "Madden": Let the machine do the work. To that, Sandoval added a game-selling corollary: Let the jocks do the work. His first week on the job, he signed endorsement deals with Barry Sanders and Alex Rodriguez and invited Jerry Rice to visit EA's offices. He then pushed for cover athletes. Madden didn't like the idea; after all, it was his name on the product. In 2000, though, the former coach was off the cover of "Madden NFL 2001," replaced by Tennessee Titans running back Eddie George.
Overnight, cover appearances became a status symbol, in pro football and beyond. When New Orleans quarterback Drew Brees landed on the cover of this year's title, he read a Top 10 list on "Letterman."
"Teams go on the Wheaties box," Cribbs said. "But individually, when you make the cover of 'Madden,' you've arrived."
Of course, not all publicity is good publicity: A string of injuries, performance dips and off-field trouble for cover athletes such as Michael Vick, Daunte Culpepper and Shaun Alexander have prompted widespread belief in a "Madden" cover curse. Sandoval scoffs at the notion. Arizona receiver Larry Fitzgerald does not. Last year's "Madden" cover featured Fitzgerald and Pittsburgh safety Troy Polamalu. When the latter sprained his knee in the first game of the season, the former freaked out.
"After that game, Larry must have texted me three times before calling me," Sandoval said. "He's the only athlete who has talked to me about the curse. Just getting him on the cover was like trying to get him to walk a tightrope. I texted him the entire season: 'Great game. You made it, dude.' Then one week I was in San Francisco, sitting next to Larry's dad in the press box. Larry's leg got caught underneath him on a catch. I'm like, 'Please, don't let this happen.' Fortunately, he came back into the game. So that doesn't count."



Outsize success equals outsize expectations 2005
After a price war with the rival "NFL 2K" series -- produced, coincidentally, by former "Madden"-maker Visual Concepts -- EA signs an exclusive license with the NFL and the NFLPA, effectively eliminating football game competition.
Phil Frazier sighs. A senior producer at EA Tiburon and longtime "Madden" player, he would love to bring back the comic, still-revered ambulance from the game's 1991 edition -- a siren-wailing, red-cross-plastered white van that tore across the field to pick up injured quarterbacks, plowing through other players like bowling pins along the way.
There's just one roadblock.
"We've used the ambulance in presentations," Frazier said. "But with the NFL having to approve [in-game content], that's not the sort of thing we could slip past the goalie."
Football remains football, with 22 players on the screen. But for the current makers of "Madden" at EA Tiburon, everything else has changed. The suburban Orlando-based game-making studio took over "Madden" development in the mid-1990s and was acquired by EA shortly thereafter. In 2004, EA paid the NFL a reported $300 million-plus for five years of exclusive rights to teams and players. The deal was later extended to 2013. Just like that, competing games went kaput. The franchise stands alone, triumphant, increasingly encumbered by its outsize success.
Programming teams of two have swelled to 30. Offices that once contained a half-dozen game testers now house more than 100. A typical blockbuster game takes two or three years to program. "Madden" ships every 12 months, never mind that the effort required to approximate real football keeps rising. Digitally modeling Brees' head alone takes three to four days of work. A game spawned by the idiosyncratic vision of two men has become a popular institution. And, like any popular institution -- the federal government, for instance, or "American Idol" -- "Madden" belongs to anyone who expects something of it.
Which is to say, it belongs to just about everyone: an NFL that insists on protecting its brand; corporate suits who feel obligated to meddle with EA's signature title; a mass audience that expects each iteration of the game to be revolutionary, not evolutionary.
Behind the tinted windows of EA Tiburon's five-story office building, Jason Danahy does motion capture for "Madden," filming tosses and tackles, blocks and catches, all of which are performed by stuntmen wearing black bodysuits and bright, reflective balls. Generating a single big hit can require up to four takes; an average day encompasses a 100-move shot list. Stuntmen end up with bumps and bruises, sprains and torn Achilles tendons. Mo-cap actor Chris Robin once spent a week in a hospital after rupturing his spleen.
Before a hit or tackle ends up in the game, however, it requires NFL approval. Danahy walks a design tightrope: create violent collisions worthy of the game's "hit stick" control scheme. But keep those same encounters clean. "We send everything to the league," he says. "We have problems when the guys get too fired up and shove each other after the play, or jaw at each other."
Ian Cummings is the creative director for "Madden." If there's something amiss in the way the game plays, it's ultimately his fault. Mike Young is in charge of art. If the style of Pittsburgh's digital helmet numbers looks wrong, he's probably to blame. Cummings played his first game of "Madden" on the Apple II. Young grew up in St. Louis before the Rams arrived; as a child, "Madden" was his NFL. In a large corner office adorned with a University of Tennessee flag, the two work side by side, in part to better communicate, in part to commiserate, as in the following exchange:
Cummings: "Updating player gear is such a pain. Like a guy changing from a single wristband to a double. It never stops."
Young: "We have people that just catalog this stuff every week. A player will start wearing team-colored gloves. A team will put a special logo on the 20-yard line for Week 8. Another team won't wear a special patch. And if we don't have that, it ruins the game for some people."
Cummings: "'Madden' might have the hardest community to please. It's painful. It ruins weekends. I've been out to dinner with my wife, and I check my phone [for online fan feedback]. It's all, 'You suck; you're terrible; give up the NFL license.'"
Young: "The perception among some people is that the game doesn't change every year. But I'm here working 16-hour days and sleeping in the office. That perception hurts."
To function as its namesake intended, "Madden" has to invoke real football. To work as a video game, it has to transcend the brutality of three yards and a cloud of dust. Feel realer than real. Be fun. This always has been Madden's animating tension -- a debate between what avid gamers call "sim" (say, botched virtual long snaps) and "arcade" (say, throwing 60-yard laser-guided bombs while scrambling backward) -- a split NFL players might recognize as the difference between training camp tedium and Sunday afternoon's adrenalized rush.
Yet while the game itself grows ever more complex -- in-game playbooks that once came from Cooney's collected assistant-coach scribbles are now based on actual NFL coaching film -- finding a happy medium remains more art than science. Online data mining can tell Cummings that Madden gamers threw more than 7 million interceptions while playing as Favre. But stat tracking can't tell him whether those same gamers had a thrilling time doing so.
For "Madden NFL '06," EA Tiburon introduced the first major change to in-game passing since Hilleman's button-to-receiver mapping on the Genesis. They called it the passing cone. When gamers dropped back to throw the ball, they had to use an analog stick to steer an on-screen cone -- imagine light from a flashlight -- toward the receiver they wanted to target. The cone was intended to approximate the real-life difference between great quarterbacks and lousy ones: Peyton Manning's cone was nearly as wide as the entire field, Rex Grossman's as narrow as a laser beam. The system worked: The cone made playing QB hard. Gamers hated it, and it was gone by "Madden '09."
"Whenever a feature is that polarizing, it ends up being a failure in our eyes," Frazier said. "We have to develop stuff that is pretty much universally liked."
Can "Madden" itself remain universally liked? That's the larger question keeping EA Tiburon up at night. The franchise has surfed a pair of rising cultural tides: video games and pro football. But the ocean is shifting. "Madden" was once a disruptive product, a killer ambulance bowling over competitors. Now it's the status quo, established and entrenched, but possibly vulnerable. To wit: "Madden NFL '10" sales were lagging behind during the game's August release, usually a prime selling period. For the first time, EA Sports paid for significant television advertising in November and December. The spots helped, but launching into the teeth of a recession still kept overall sales flat. Still, current sales are less of a concern than future growth.
The game's consumers are loyal and legion, good for 6-7 million copies sold, year after year. The same gamers are aging, however, guys in their late 20s who are starting families and running out of the free time needed to set the price of hot dogs in franchise mode. Meanwhile, younger gamers have been weaned on "Halo" and "Call of Duty." First-person shooters -- not sports simulations -- are their default genre. Industry growth is being driven by simple, social gaming -- the runaway sales success of the swing-your-arm, even-Grandma-can-play Nintendo Wii; the reported 80 million users of the cartoony, point-and-click "Farmville" on Facebook.
Scott Orr helped design the original Genesis "Madden." He shepherded the franchise through the 1990s. After leaving EA in 2001, he stopped playing the game. He recently gave it a whirl.
"It was so complicated," he said. "It used to be you didn't have to be a video game expert or a football aficionado to have fun with the game. That's why it exploded and resonated. Three buttons. Everyone could pick up and play. Now, unless you practice and have time to devote to it, you'll get your butt kicked. I suspect that on Friday and Saturday nights, guys that used to play 'Madden' are playing Texas Hold 'em."
Jeremy Strauser started at EA in 1995, working for Orr as a game tester. Today, he's the executive producer for "Madden," the man in charge of the franchise. He wears a perpetual look of earnest concern. Nobody loves the game more; nobody at EA Tiburon knows Madden (the man) better. On a shelf in Strauser's office are copies of every "Madden" game he has worked on, neatly boxed and stacked, tangible points of pride and dread.
"There's a lot for us to live up to in terms of history, expectations, the legacy of the franchise," Strauser said. "We're in our 22nd year. I lose sleep over screwing it up."
Forgotten but not gone 2003
The Pro Football Hall of Fame opens a "Madden NFL" exhibit. Three years later, Madden himself is inducted into Canton.
Courtesy of Digital Chocolate
Hawkins now feels detached from the game that he helped turn into a phenomenon.The sun dips over a distant San Francisco skyline. Hawkins sits in the San Mateo office of his current company, Digital Chocolate, a mobile phone game maker. The place is mostly empty. Now 56, Hawkins still plays "Strat-O-Matic"; like Orr, he hardly plays "Madden" anymore. His memories are fond but tinged with regret. Hawkins left EA in the early 1990s to spearhead 3D0, an ill-fated console maker that became a doomed software house. An icy rift between the company and its founder ensued. Detached from the game, and the company, he created, he sometimes feels like the stepfather of his own children -- never more so than a decade ago, when he wasn't invited to a 10th-anniversary "Madden" party. Mention the old coach, however, and Hawkins smiles.
"John and I have a special shared feeling from what got created there, a mutual appreciation," he said. "It wouldn't have been created as well without the both of us. He could have thrown me under the rug. But he knows what we did."
Every Christmas, a gift arrives at Hawkins' office. A 3-pound box of chocolates. Regards, Virginia Madden. John's wife.
"At the anniversary party, I heard John kept asking, 'Where's Trip?'" Hawkins said with a sigh. "'Where's Trip?'"



En route to scoring a dramatic, game-winning touchdown against the Cincinnati Bengals, Denver Broncos receiver Brandon Stokley runs parallel to the goal line to kill clock. He subsequently tells Wired magazine that the move was "definitely" out of a video game. Life imitates art.
"I used to say, 'Damn it, you can't go for it on fourth down all the time,'" Madden laments. "But nobody in video games wants to give up the ball."
He is sitting at the far end of a marble-top conference table inside his Pleasanton, Calif., production studio, a short drive from his family home. There's plenty of food, divided into what Madden terms "floaters" (mixed green salad) and "sinkers" (baked ziti, meatballs the size of cue balls). Chowing down are Madden's son, Joe, who runs the studio's soundstage, and a handful of people from EA Tiburon: Strauser, playbook guru Anthony White and a few others. They're here to discuss the upcoming "Madden NFL '11." That is, when the former coach isn't holding court on gap control and overload blitzes.
"Let me ask," Madden said. "When we get into the spread, the quarterback in shotgun, do the linemen get in three-point stances?"
"In some sets," White said. "But largely in two-point."
"They should all be in two-point stances," Madden admonished.
Madden is 74, a grandfather and retired from broadcasting. Clad in a black tracksuit and a collared, button-down shirt, he seems smaller in person than on television -- voice less booming, movements more ginger. A few years ago, EA removed Madden from in-game color commentary duties. (When Strauser broke the news, Madden replied, "I feel that something is being taken away from me.") Sipping from a can of diet cola, his enormous cigars long gone, he remains an advocate for real football, for art imitating life.
White flips open a laptop. Using "all 11" Detroit Lions coaching film, shot from the same perspective as Madden's original pseudo-3-D field, he demonstrates new in-game blocking schemes. Madden nods his approval.
"The quarterback may fake," White said. "But the guards never lie."
Another nod.
"Anyway, running the ball wasn't Detroit's problem," White continued. "It was passing."
"Once they had Daunte Culpepper in [at quarterback], teams just dared him to pass," Strauser interjected. "He used to be so accurate. What happened to that guy?"
"Wasn't he on our cover one year?" White asked.
Everyone laughs. Madden gets serious. He breaks down upcoming rules changes. He brings up concussions, helmet-to-helmet hits and gimmick quarterbacks. A digression on how the Dome Patrol-era Saints used to frustrate Bill Walsh's 49ers teams with short linebacker drops becomes a lecture on the obsolescence of the fullback, which then morphs into a short aside on player character.
Who, Strauser asked, are the hardest players to coach?
"Single guys," Madden said. "Because they don't have anyone to report to."
When Madden left the Raiders, he took a job at the University of California, offering a course called "Football For Fans." Three decades later, he's still teaching. In a way, so is his game. Current Tampa Bay Buccaneers coach Raheem Morris told game producers that playing "Madden" has influenced the way he runs his team. Before scoring a game-winning touchdown last season, Denver Broncos receiver Brandon Stokley killed clock by running parallel to the goal line, an unconventional move familiar only to anyone who has ever picked up a control pad. Years ago, Madden wanted his namesake to resemble a television broadcast; by the late 1990s, network producers were flipping the script, deploying skycams and electronic first-down markers, peddling their own brand of hyperreal entertainment. Life imitating art.
Strauser mentions 3-D televisions and the movie "Avatar." A compatible version of "Madden," he said, is already in the works.
Talk turns back to real football. The Super Bowl. Indianapolis versus New Orleans. In the first half, Saints coach Sean Payton went for a touchdown on fourth-and-goal, eschewing a "gimme" field goal. He opened the second half with an onside kick. Madden watched the whole thing from his California studio, incredulous and oddly transfixed. Even now, two months later, the old coach knows exactly what he was seeing.
"I was thinking, 'S---,'" Madden marveled, "'this guy is playing a video game!'"
Patrick Hruby is a regular contributor to ESPN.com.

Friday, August 21, 2009

Madden 10 Football Game Reviews








Madden NFL 10 Review
from www.gamespot.com 7.5


A number of features make Madden NFL 10 a more realistic and enjoyable portrayal of football, but a few problems--both old and new--continue to trouble the series.
The GoodPro-Tak gives some oomph to the game Online franchise works well Passing game feels more realistic Streamlined menus make it easier to jump around. The BadCommentary is still pretty bad Downfield run blocking still needs work AI defensive schemes are a little inconsistent Enough with the referee cutscenes.
With every new Madden release, there are almost always one or two features that get the bulk of the attention--features that not only make the current Madden different from its predecessors, but also seemingly make the upgrade from one year to the next worthwhile. Madden NFL 10 is no different in this respect. Some of its new features are substantial, like the long-awaited Online Franchise mode or the new types of tackles generated by the Pro-Tak system, but it feels like most of what's new in Madden 10 is less glossy and far more granular, affecting only the mechanical aspects of the football experience. It's almost as if Madden 10 represents a back-to-basics philosophy for the franchise, taking the focus away from fancy modes and even fancier presentation elements for the purpose of making the sport itself the main draw, but there are still many lingering problems.
There's evidence of this philosophy in the way prominent features from last year's game take a backseat. For example, last year's Madden Test--which assesses your ability based on a series of cool-looking hologram drills--is back, largely unchanged, but it's buried under the quick-modes option. Even the stylized menus from Madden 09 are gone and have been replaced with a more streamlined interface that lets you get to where you need to go quickly, whether you're signing a free agent or trying to look at some key stats.
Obviously, this is of great benefit to the Franchise mode (both online and off) since the most fervent Madden players spend a good portion of time navigating in and out of menus to build the best team possible. But aside from that, the Franchise mode remains unchanged on a superficial level. It does include a new presentation element in the form of a show called The Extra Point, hosted by the NFL Network's Fran Charles and Alex Flanagan. This functions as a recap and halftime show that goes over the basic stats of a specific game or the results of the previous week with some very light commentary that doesn't offer all that much insight. However, one aspect of this show reveals one of the Franchise mode's biggest potential shortcomings.
At the end of any week, The Extra Point gives a player the Offensive Player of the Week or Defensive Player of the Week award, depending on his position. Despite numerous occasions when players had an almost supernatural performance for five-minute quarters, not once did any of them receive the recognition. They were always awarded to individual players on AI teams. After looking at stats of these players from other teams in the Franchise mode, it becomes apparent that there are two parts to this problem. The first is that some players, like Tom Brady, are just that good and should probably win such awards, but the second is far more devious: stats don't seem to scale properly for five-minute quarters. In other words, when the computer plays its games, those stats are designed to reflect full quarters, or at the very least, they reflect a simulation of a "full" game. They aren't representative of truncated quarters where there simply isn't as much time to wrack up as many yards, completions, sacks, or touchdowns as the stats suggest.
It's hard to gauge how much this affects other aspects of the Franchise mode, such as player progression--if it does at all. At the end of every season, a player's overall rating changes based on a number of factors, including overall performance, potential, and age. But even this process seems a little inconsistent. One player, who was also injured for most of the season, received the biggest hike in the overall rating, while another player in the same position, who was far older and had an OK season, dropped only a single point. There is just no way to tell how the categories are weighted and if playing truncated quarters means that your players won't progress the same way that players on computer-controlled teams do.
Fortunately, playing an online franchise mitigates a lot of these problems provided you fill most of the spots with other people and not just computer-controlled teams. But it also has its own share of issues--the biggest being that there aren't any salary restrictions for free agents. If you happen to see a top-tier player out there and want him on your team, all you need to do is clear a spot for him on your roster and it's done. Granted, players participating in a franchise can determine whether or not to let things like that happen, depending on how dedicated they are, but it seems silly to not have some restrictions in place by default. Likewise, CPU trades can happen unchecked--you can dump the worst player on your team for the best on another if that team happens to be controlled by the computer. Thankfully, the commissioner can turn this off completely, but it would have been nice to see some additional parity between the offline and online Franchise modes when it comes to some of these front-office features.
Still, the online Franchise mode does a lot of things really well. Those who have played NCAA Football's Online Dynasty will instantly recognize the basic setup where all participants flag whether or not they're ready to play the week. If some players lag behind, the commissioner can force the franchise to move forward, and if the commissioner cannot fulfill his duties for any given week, he can promote another player and have him take on the role. Additionally, the commissioner can set the amount of time players have to make their decisions in the draft--a useful tool for making the 54-players per roster fantasy draft run a little smoother.
Whether you're playing offline or online, Madden NFL 10's gameplay tweaks are equally evident in either situation. The much ballyhooed Pro-Tak system (a fancy term for better gang tackles) works as advertised, with numerous players clinging to the ball carrier before dragging him down in some situations. This feature also adds some much-needed muscle to the running game, making it feel as though you're really fighting and scraping to get those few extra yards out of a run on offense and stuffing a running back with five or so players on defense. At the same time, however, it seems easier to evade solo tackles in Madden NFL 10 than it did in previous Madden games, allowing you to execute some spectacular breakaway plays if you're on offense. This generally happens when you have a one-on-one situation--something like a running back against a cornerback. If he performs a single spin move on that corner, there's a pretty good chance that running back is going to break for at least a 20-yard run, if not a touchdown. That might not seem completely unrealistic until you see it happen over and over again, or when you see a normally less-than-agile tight end perform the same feat.
Madden 10 does have an inadvertent method for preventing too many breakaway plays, which takes the form of poor downfield blocking. Imagine running the ball up the field. You've blown by the linebackers and the corners, and there's only your back holding the ball, a teammate, and a safety. Too often, your teammate will run in the opposite direction (back toward the linebackers) instead of running forward and taking out the safety to clear your way to the end zone. This also happens near the line of scrimmage where the fullback will occasionally run forward and then suddenly dart to the side and completely miss the linebacker who's bearing down on the halfback. Of course, these things happen in the real NFL, so it's not unreasonable to expect them here, but they happen too often.
There are similar gaffes in the overall defensive schemes of AI opponents. In most games, it genuinely feels like the AI sees the plays you're running, analyzes what's working and what's not, and then adapts accordingly to shut you down. There are also times when you have to work the run before you can get any sort of passing game going. Then there are the stretches in a drive of a different game where you can run the same play repeatedly, and no matter what the AI does, it can't seem to stop you--and this is with the AI using some of the best defensive teams in the league, no less. Still, it's worth noting that pass defense is generally better and more realistic, and it's far more difficult to abuse the same pass play made to the same player on back-to-back downs, even on slant routes. The AI also seems to be particularly adept at making it difficult to throw the ball more than 15 yards down the field in a consistent manner, but this better pass defense also means that the frequency of interceptions is still relatively high.
Part of the reason the pass defense is better is that quarterback behavior falls more in line with real-world boundaries. If a quarterback who has no scrambling ability at all tries to throw a ball on the run, there's a good chance he's going to fling the ball up in the air with little accuracy. Likewise, if your quarterback doesn't have the best arm strength in the world, then you simply shouldn't try to launch the ball down the field. It's important to find a rhythm and to pinpoint the things your quarterback is good at doing as opposed to trying to abuse the same routes and force the ball down the field. And if you get to the point where you can combine that skill with the ability to identify a blitz, you can kill the defense with a huge gain almost every time. But one major complaint with the position is still this: Quarterback sneaks are still way too easy to abuse. Forgoing a punt and running a QB sneak on fourth and two should be a much greater risk than it currently is.
Fatigue on the default setting plays a much greater role than it did in previous games, which makes it harder to abuse other types of plays. If you keep passing to your star receiver, that receiver's stamina will drop to the point that he automatically gets pulled for a play or two before being sent back into the game. The same applies to your running backs. Unfortunately, the game also seems to punish repetitive play-calling with injuries. Your teammates go down way too often in Madden 10. Most of the time it's a small injury that takes a player out of the game for a few plays, but the bigger injuries (ones that take him out for the rest of the game) occur more than you'd suspect or want. There are some occasions when you have the option to bench a player after his injury has been assessed. Oftentimes, however, he'll automatically return to the game even if the injury has been deemed as "medium," which means there's a high risk for an even more severe injury.
Madden 10's look is an improvement over last year's game, but most of it comes in the form of finer details on the player models, such as patches, and presentation elements that help give the game a more broadcast-TV feel. Cutting back on the number of referee deliberation cutscenes would have been nice. As it stands now, they run far too often. In addition, the stadiums look fantastic, but there are some nitpicky issues here and there. At various times, and for no discernable reason, the fans in the stands will face the wrong way with their backs turned to the field. Also, the depth-of-field effect (where objects in the foreground are blurred) looks way overdone in some of the cinematics and tends to cause a slight visual distortion on the field before a play, albeit for just a second or two. There are also some minor visual differences between the PlayStation 3 and Xbox 360 versions of the game, mostly in the form of slightly blurry details. For example, the names on the back of jerseys appear slightly blurry when in the default camera perspective in the PlayStation 3 version, but otherwise the two versions look identical.
A bigger difference between the Xbox 360 and PS3 versions of Madden 10 is a custom play feature that lets you create plays in the PSP version of the game and then import them. It's a nice feature that lets you determine such specifics as positioning, running routes, and blocking assignments on offense and individual coverage assignments on defense. It's also fairly easy to use thanks to a grid system for placing players, as well as pop-up messages that tell you if you don't have the requisite number of players on the line of scrimmage or if you're breaking other rules. But ultimately, spending an extra $40 on the PSP version just to take advantage of custom plays isn't worth it. It's a neat feature, but it should have been included in the PS3 game.
The commentary is by far the weakest aspect of Madden NFL 10's presentation. As always, Chris Collinsworth tries his best to make some interesting comments in certain situations, particularly on the special Backtrack replay segments where he breaks down the play and shows you what went wrong. He's not really the problem, but his play-by-play man, Tom Hammond, is absolutely terrible. His commentary is completely bland and lacks any sort of dynamic that gives context to on-field action aside from the most basic observations. And because he's terrible, there's rarely interesting second-to-second commentary or back-and-forth chatter between the two. There are also moments when it seems like there should be commentary from Hammond (or Collinsworth, for that matter), and there's just none at all. This is especially noticeable in the pregame segments and at the end of a game.
There's a real sense that EA wants to get back to the fundamentals of football with Madden NFL 10, and many of the changes it has made in that respect are good ones. The running game feels great, and the passing game is much improved over previous iterations. The Pro-Tak system works just about as well as you'd want it to, and the inclusion of online franchises (while featuring some dubious options) is a pretty good reason to dive into this year's game. Even the new online co-op option, which lets you and another player take on the computer, is a nice addition. There's just something satisfying about completing a bomb to a receiver controlled by a friend and not the AI, but this mode still needs some attention when it comes to camera work and positioning--it's a little too disorienting and a little too close to the action. But for all of these improvements, there are seemingly an equal number of nagging setbacks, ranging from the frequency of turnovers to inconsistencies in AI-controlled defenses. Of course, these don't sink the entire Madden 10 experience, since it's still a fun game to play, but a little more tweaking in these areas could have gone a long way in making this the best Madden to date.

Review Scores from other sites
IGN 8.9 / 10
VideoGamer 8 / 10
GameZone 8.7 / 10
1UP B+
Kombo 9 / 10
Game Revolution B+
GamerNode 9 / 10
Cheat Code Central 4.5 / 5



Madden NFL 10 Review 8.9
As close as you'll come to playing on Sundays.
by Nate Ahearn
August 7, 2009 - As leaves turn brown and the temperature drops the videogame industry knows that a new Madden game is just around the corner. Madden NFL 10 hits store shelves on August 14 and comes with new modes, gameplay tweaks and broadcast-style presentation changes that most football fans will appreciate. There are issues with some of the new aspects that have worked their way into Madden (and things that have been taken out), but there's no denying that this is the best pure football experience in videogame history.
Let's start on a positive note. This is the best looking Madden game yet. From the look of players on the field to new presentational elements, you've never seen a football game like this before. EA Sports has gone to great lengths to make the experience of playing a standard game of Madden as close to the real thing as possible and it shows. You'll see players getting yelled at on the sidelines, refs debating touchdown calls, and pre-game warm ups on the field with a bit of insight from Tom Hammond and Chris Colinsworth. It's all very conducive to convincing you that you're totally in control of a standard NFL football broadcast on Sunday. Yes, I'm even talking about the constant Snickers and Sprint sponsorships that pop up at certain times during a contest.
The new presentation elements permeate nearly every aspect of Madden NFL 10, right down to the menu configurations which are a strong deviation from standard EA Sports conventions. You'll see a newly organized franchise hub which houses the new Extra Point Show. Here you'll get a weekly recap of action in your franchise. The voiceover work by NFL Network talent is pretty atrocious, but the presentation is well done.
Not all is well with these new presentation elements, however. You'll see things like flickering hair textures and objects on the sideline that fail to load (phones in players hands, warm-up bikes). At the end of games, star players are approached by media for interviews. It's one of the first times we've seen Madden players in full detail without a helmet and I'd swear Peyton Manning has the mouth of a goat. So while most of the new broadcast-style additions pan out well, there are still issues that should be worked out by the time we see next year's game.
So, visual issues aside, the new presentation display certainly does help bring the Madden experience closer to the genuine article, but what about the gameplay? Isn't that the most important thing? Thankfully the gameplay in Madden NFL 10 is, in a word, fantastic. I can't tell you how many people walked by my desk as I was playing and wondered if the NFL season started early this year. The speed of the game has been ratcheted down only slightly so hitting holes while running and making jukes is just a bit easier than it has been. That's not to say that the game isn't difficult – ramp up the difficulty to find out for yourself – but everything has an excellent ebb and flow this time around.
I'm also very happy to see the Fight for the Fumble mechanic play out as well as it does. I was worried that every fumble would result in a button mashing frenzy, but that's actually not the case. EA Sports did a good job of tuning the mechanic so it only pops up when appropriate.
Most of the new moves available on the field are exemplary as well. On defense, you'll now be able to pull off things like swim moves with the right analog stick when grappling on the line. It's much more accessible than the bumper setup of the past. On offense, jukes are much more realistic looking, though defenders too often fall straight onto their ass when you fake them out.
The real change to gameplay, and the one that drives home the feeling of the NFL the most, is procedural tackling (Pro-Tak). It allows for massive pileups to accumulate on the field, just as you'd see on Sunday. This also changes the blocking system which now forms an adequate pocket around your quarterback, much like you'd see on Sunday. Are you starting to see a pattern here?
Quarterback avoidance is the one control change that I really don't care for. While you will see quarterbacks get out of some sacks and throw ducks when hit during their throwing motion, the fact that the avoidance moves are toggled to the right stick is annoying. Why would I use the right analog stick to avoid a defender – thus giving up my ability to pass to my receivers for a split second – when I can just use the left stick and the right trigger and still be able to hit an open man downfield?
When playing against the AI things could be a bit tighter. There isn't much of a leap forward from last year's game to Madden NFL 10, so you'll still see players running out of bounds when there's absolutely no reason to do so. AI-controlled players also occasionally run very unnaturally on the field. I once saw a wide receiver catch a ball, run up the field, then to the right, then up the field, then to the right again. He repeated the process until he was out of bounds.
Off the field, the artificial intelligence wonkiness doesn't have a negative effect on trade logic, which is sharper than I've seen in the past. I have no doubt that some Madden diehard fan will crack the code and somehow get ten first round picks in the Draft, but it seemed as though it was tuned better than in the past. One odd part of working with trades and free agency is that there's really no "player tendency" stat to be found. That means you can't pitch them on playing time or coaching habits when trying to sign someone. It's a small gripe, but it's something that franchise freaks will care about.
Speaking of Franchise Mode, there have been a few notable changes to everyone's favorite time sucker. First off, there's no traditional calendar system this year. That means you can't schedule practices before a game and improve certain players. Instead you just hop between games. It's not a huge omission, but some will likely miss the ability to tune their skills before an important matchup.
Another change is the hub. You'll now have a constant stream of league news being updated during your downtime. You'll see trades, injuries and signings right when they happen. It's a small detail but one that I definitely appreciate. Other refinements include proper scheduling after year-one and details like correct Super Bowl patches extending beyond your initial year. Just about everything else that you remember from Franchise Mode is retained, including the ability to relocate your team, design a new stadium and make additions to your current digs if necessary. Those hoping to set the price of hot dogs and popcorn will be letdown as there's no true Owner Mode present.
Superstar Mode is also back, and has seen some questionable changes. I still get a kick out of playing on Sunday with my created player (provided you pick a skill position like running back, quarterback or linebacker) but the practice system makes no sense at all. Selecting a practice day from the calendar lets you run one play over and over and over again. There's no end to practice; you just keep running the same play. Not only that, but you don't improve from practicing so there's really no benefit to participating. The mini-camp drills have also been totally removed rather than revamped which was disappointing for me.
There are two new modes of play: Online Co-op and Online Franchise. Online Franchise is probably my favorite mode in the game and it's something I really hope the community clings to and uses appropriately. You and up to 31 friends can hop in a league and play through seasons just like you would in Offline Franchise Mode. You can propose trades, draft players, and even start things off with a fantasy draft if you like. There's an iPhone application that will be launching shortly after Madden releases, but it wasn't available for our review. It promises just about all of the functionality that you'll see on the Web.
Sadly, Online Co-op doesn't pan out quite so well. It's mainly an issue with the camera angle that's used. It's a zoomed in viewpoint on the player that you're controlling. While it works fine on offense, playing defense can be dizzying. As you switch players the camera slowly moves around the field to follow your selections. That means if you begin as a defensive lineman and decide to switch to a defensive back when the quarterback throws the ball, the camera has a very difficult time staying with the action.
Things are better on offense where one player can be a wide receiver and the other can be the quarterback. The wide out can run custom routes and find his own space, unlike the more-restrained AI. The fact that the second player is constrained to watching the play call by the first player is a bummer. I would have preferred a system that alternates play calling duties.
PlayStation 3 gamers will get an added bonus provided they have the PS3 version of Madden NFL 10 as well as the PSP version. On the PSP you'll be able to design custom plays, test them out and then upload them to your PlayStation 3. It's a bit of a cumbersome process for a feature that should be included in the regular console release, but the fact that it's there is a feather in the cap of all the Sony fans out there.
The gameplay package is hefty and is without question the most refined on-field experience I've seen from the Madden franchise. Everything looks and plays wonderfully, even if there are a few faults with the presentation set pieces. I would have really liked to see more added to the franchise mode and Superstar could've been pulled off with more substance. Thankfully Online Franchise is fantastic, it's just disappointing that co-op doesn't work as well as it should. Despite the flaws and absences in the feature set, the football is undoubtedly the best I've ever seen from a videogame.
Visually, Madden NFL 10 is the best looking game in the series without question. Player details are wonderfully articulated, even if their faces look a bit odd at times. Animations are fluid and nicely varied. I'm still seeing new moves on the field despite having played the game for weeks now. The only true downside to the graphics is that slowdown occurs on occasion when the action gets too frantic. I've had games without a single moment of slowdown, but when it happens you'll know it. My other nitpick is the texture issue that I mentioned before, but even that doesn't happen every time you see a player on the sideline.
Things don't work nearly as well on the audio front. The commentary from Colinsworth and Hammond is just plain bad. It's fragmented and doesn't sound natural at all. It's high time EA Sports found a solution to this problem and while the duo is better than the former radio broadcaster, they've made no progression since last year's offering. They have more to say to be sure, it just doesn't sound any better. The soundtrack services the game well and has tons of songs for your aural delight.
Closing Comments
Madden NFL 10 packs a lot of football under its 60 dollar price tag, especially if you have both the PS3 version and the PSP version. While some of the modes don’t perform as well as I’d like, every football fan will still be able to latch on to something for months of fun. The graphics have taken a nice step forward from Madden 09 and the presentation does a wonderful job of emulating the experience of watching a game on Sunday. Commentary and general voiceover work is pretty bad, but it doesn’t overly dampen the gameplay. Madden NFL 10 doesn’t redefine the series or innovate in any monumental way, but that doesn’t stop it from being a truly great football game.


IGN Ratings for Madden NFL 10 (PS3)
Rating Description
out of 10 click here for ratings guide
9.0 Presentation
So good you’ll think you’re sitting on your couch watching a game on Sunday. A few issues hold it back, but most of the additions are great.
9.0 Graphics
Without the slowdown, occasional clipping and texture issues this game would be pretty damn close to perfection.
7.5 Sound
The soundtrack is a solid compilation but the commentary duo needs serious work before hitting the gridiron next season. Stadiums are as alive as ever.
9.0 Gameplay
Some questionable structural decisions in a few of the modes hurt an otherwise extraordinary package. On-field action is fantastic to behold.
8.5 Lasting Appeal
If co-op and Superstar were designed better, this game would have a nearly limitless lifespan. As it is Online Franchise, Franchise, standard online play and Madden Moments will keep you plenty busy.
8.9
Great OVERALL
(out of 10 / not an average)

Saturday, August 23, 2008

Madden NFL Football 2009 Review


Madden NFL Football 2009 Review

Things We Like
Madden Turns 20: Does anybody remember what video game football was like before Madden? Though the Tecmo franchise offered some amusing -- if not shallow -- experiences, the landscape was littered with laborious adaptations such as 10-Yard Fight and John Elway's Quarterback Challenge. Then Coach Madden came and changed everything. We're happy to report that the 20th anniversary of this glorious franchise keeps up the tradition of raising the bar for what a football video game should be.
Bring Your Playbook: Right away you'll realize this isn't your father's Madden. John Madden puts you right in the classroom when you boot up the game, offering up his "Madden IQ" test to evaluate your gamer skill level. The test is taken in an ultra-cool 3D, holographic environment and involves a series of drills for the key facets of gameplay: passing, rushing, run defense, pass defense. After you finish, you'll be given your Madden IQ score (200-800), which you can improve upon as you progress through the game or if you retake the test.
The Age of A.I.: The stock difficulty settings football games have offered us all these years have grown tired. That's why it's so refreshing to see Madden's new "My Skills" feature. Picking up on your Madden IQ score, the CPU will construct a customized difficulty tailored specifically for your skills. Beginners and longtime gamers who have been intimidated by complex football titles will be able to challenge the most hardened of Madden veterans without fear of being embarrassed.
Still The Real Thing: For hardcore gamers, all of the complexities you have come to love (i.e. Hot Routes) are still there and more, including such new features as Formation Subs, Slide Protection, Bluff Play art, and Smart Routes (to the first-down marker) are at your disposal.
Booth Truth: Veteran announcers Tom Hammond and Cris Collinsworth, newcomers to the virtual booth, do an excellent job, even if you sometimes feel as though you are watching Notre Dame getting throttled on a Saturday afternoon on NBC. Collinsworth's analysis is often close to the mark, and once in a while he'll break down a play telestrator-style in a new "BackTrack" feature.
College Feel: For the first time in Madden, games with longtime foes will be designated as "Rivalry" matchups, with dialed-up intensity and rivarly-specific commentary from the announcers. So when the Raiders and Broncos play, it will get your blood pumping just a bit faster. Same goes for Cowboys-Redskins, Jets-Dolphins and all of the NFL's other classic rivalries.
Online And Alive: Online leagues support up to 32 players with flex scheduling. Good luck getting everybody to play their games in a timely manner, but it's nice to have that option nonetheless.
Kick At Your Own Risk: Just like in EA Sports' NCAA Football 09 title, you can return missed field goals in Madden. So keep a guy deep in case your opponent's 50-yard attempt comes up short.
Not-So Mighty K.C.: The Dolphins are predictably bad, but if you want a team that you can roll up yards and achievement points against, pick on the Chiefs. If Madden 09 is any indication, this is going to be a loooong season in Kansas City because this team reeks worse than a jockstrap after two-a-days.
Things We'd Change
Collector's Item?: Is it worth springing the extra $30 for the the collector's edition for the PS3 or 360? It comes with the 1993 Madden edition, which is nice until you realize that was one of the years they used the annoying "passing windows." The other free title, NFL Head Coach 09, captures the experience of being an NFL coach so well that you quickly realize that is the last job you would actually want.
Call Me Toast: In the Madden Test, the pass defense is pretty much impossible. When the ball goes up and you try to make a play, the game lags and suddenly your cornerback becomes mired in quick sand. The ball goes over your head and you end up with a "Rookie" pass defense rating.
Say What?: EA may still be working out a few glitches. After scoring a touchdown at the Georgia Dome, my receiver disappeared while heading toward the crowd to celebrate. Then there was the touchdown pass I threw that was overruled by instant replay ... but I still got to line up for the extra point and the touchdown counted.
Play It Again, Sam: The "Rewind" button that allows you to take a mulligan on the most recent play is a great idea but it shouldn't prompt you after every play. It should an option in the play calling window instead. The way it's set up now, it slows you down on your way back to calling the next play.
Achievements Lacking: On the 360 version, the achievements are random and not all that satisfying. As far as I can tell this is EA's way of not allowing us to sim our way to achievement points the way many of us have done in past years. Three-hundred yards rushing with the Jets? Seven touchdown passes with the Falcons? Just set the CPU to "Rookie" and you can pile up hundreds of points in no time.
Bottom Line
It's Madden. It's the NFL. You gotta have it. The only reason to stay away from this annual treat is if the game were wretched beyond belief, and that couldn't be further from the truth. It's a very solid football title in its own right and makes significant advancements in what has often appeared to be a stale genre.
Gameplay 9
Graphics 9
Audio 9
Online 9
OVERALL 9

Saturday, August 9, 2008

History of Madden Football Video Game











IGN Presents the History of Madden
How EA took on every contender to become the only game in town.
Electronic Arts' Madden series is a dynasty greater than any in professional sports. In the two decades since its inception, the Madden series has helped build and destroy console empires. It outlasted the rise and fall of SEGA's hardware in America, and contributed to both. It was key in boosting EA from a small independent developer to an international publishing giant. Simply put, the Madden series is the most powerful franchise on the continent.
The name Madden has now come to mean so much more than just a Hall of Fame coach and commentator. It's practically synonymous with video game football. Brands like this aren't simply bought and licensed; they're built and fiercely defended. As the Madden series turns 20, we take a look back at how EA took on all comers to create the highest grossing series North America has ever seen.

Strangers on a Train
Back in 1986, the football game market was hardly crowed. Tecmo Bowl was still a year away, and most of the attempts out there were still streamlined arcade experiences that made little attempt to simulate the sport realistically. Electronic Arts didn't really know how they were going to be any different, but they knew who could give them the answer.
John Madden is a legend in the sport, and there were few people out there that could lend more credibility to a gridiron sim. Unfortunately, he wasn't the most accessible individual, so the only way the Electronic Arts crew could catch him was on a train to a broadcast. EA president Trip Hawkins, programmer Robin Antonick and some of the staff pitched their vision for to the legendary broadcaster. When the discussion turned to technical issues, they came to the harsh realization that John Madden was not a man to be compromised with.
"If it isn't 11 on 11, it isn't real football," Madden declared. The team was hoping to limit the players on each side to six or seven to help speed things up on the limited Apple II hardware, but the former Raiders coach was having none of it. His ultimatum was clear: "I'm not putting my name on it if it's not real."
This was just the first of many ways in which Madden would push the crew to live up to his standards. John Madden Football had to offer the best playbooks and the most realistic simulation on the market. It also introduced individual player stats that determined how 1-on-1 matchups would play out. This was a long way from Ten-Yard Fight.
EA had their eye on the competition from the very beginning, and a game called Gridiron! by Bethesda Softworks caught their attention. It had simple graphics, but it featured 11-player teams and simulated player physics based on individual statistics. EA hired the upstart developer to help them develop their Madden title and picked up the rights to publish future versions of Gridiron!, but when EA failed to actually deliver any release of Gridiron!, Bethesda became disgruntled. They filed a lawsuit against EA to the tune of $7.3 million, ending their involvement with the Madden project.
The debacle cost EA valuable time, but they eventually released their game on Apple II computers in 1988. Some of the programmers' initial reservations might have had some truth to them. The game featured 22 on-screen players, but chugged along in slow motion as a result. The playbook was deep for the time, but the interface was complex and intimidating. The NFL license was still several years away, and there wasn't much of an attempt to fake it. With only two teams (All-Madden and All-Timers) and fictional players like Whiteshoes and Crazylegs, John Madden Football was hardly going to let players live out their dream season fantasies.
The game released to little fanfare and modest success. It was ported to other computers the following year and proved to be a profitable venture but hardly a smash hit. Rival developer Cinemaware stole some of EA's thunder when the released TV Sports Football to 16-bit computers that same year, boasting a similar feature set with better graphics, 28 teams, and TV-like presentation. Still, EA knew that their alliance with John Madden would set them apart, and now they had a new benchmark to live up to.
Their Own Worst EnemyThe following year, EA began to turn their attention to SEGA's new 16-bit powerhouse, the Genesis. This could be a chance to let their game really shine with the fluid animation and clean presentation it deserved. SEGA, too, took notice of EA and their first football sim. It was interested in developing a new first-party pigskin game with 49ers QB Joe Montana as the cover athlete, but didn't have the resources or experience to produce such a game in-house. In a very unusual move, EA was drafted to create its own competition.
To balance the two developments, EA recruited Scott Orr from Gamestar to head the production, and contracted Park Place Productions to develop. It was a risky move to outsource development of a key franchise, but it gave them two fronts from which to build the next generation of football games. What's more, their choice of partner was no coincidence. The new studio employed many veterans of Cinemaware, some of whom had worked on TV Sports Football on the Atari ST.
It's not difficult to see how the arrangement with SEGA could create a conflict of interest, and the result was about what you'd expect. John Madden Football's 16-bit debut shipped in late 1990, in time for football season, while Joe Montana Football slipped several months. The SEGA offering featured a shallow playbook and less realistic gameplay, as well as a lineup of only 16 teams. Madden somehow managed to pack 28 teams, better gameplay, and a pseudo-3D perspective that would become its hallmark. Was it sabotage, or just the result of two different teams with their own challenges?
It didn't matter in the end, because both series managed to crack the top five best-seller list for the system, and helped to raise the bar for video game football, leaving the rest of the industry scrambling to catch up. BlueSky Software took the reigns of the Joe Montana franchise, which would remain a rival for seasons to come. Meanwhile, EA got to work bringing their newly revamped Madden to as many systems as possible.
16-bit Conquest
The next year, John Madden Football came to the Super Nintendo alongside a new '92 edition on SEGA's console. It was a close adaptation, but a lousy frame rate and release that was one season late left many feeling like the Genesis was the new definitive platform for sports games. SNES games would do much to close this gap, but the strength of the Madden and Joe Montana franchises on SEGA's console would haunt Nintendo as they struggled to shake the perception that they were second best on the field of glory.
The series continued to evolve slowly over the next few seasons, and the rivalry with SEGA helped to push both series ahead. When SEGA introduced "Sports Talk," EA followed suit by adding some color commentary from Madden himself. The presentation got gradually closer to television, and instant replays worked their way into the games.
In 1992, SEGA dropped its biggest bombshell yet: an official NFL license. For the first time in the franchise, real teams, uniforms, and logos were a part of the game. Madden was left behind. The addition of "classic" teams in the '93 edition didn't mean much without the actual license behind them.
EA would not allow itself to fall behind for long. The next year, it unveiled the new Madden NFL '94, complete with 28 licensed teams and classic Super Bowl teams through the '91 season. EA also decided to step up its multiplatform plan by recruiting a new studio to handle the Super Nintendo port. Visual Concepts broke apart the perception that the SNES was the second class system for football with a clean port that not only kept up with the speed of its Genesis counterpart, but added a new layer of polish with beautiful scaling effects and a pseudo-3D field.
The same teams would be drafted to do the '95 version, with the addition of a Players Association license for actual player names and likenesses, but there was something far more interesting going on. Scott Orr pulled his team together to produce a completely new Madden for the 3DO -- the first on a 32-bit console. The notoriously expensive third-party console was short-lived, and its solitary Madden title often goes forgotten, but it was a testing ground for the next generation. They loaded the title up with an unprecedented amount of video, digitized player animations, and the most robust commentary yet in a sports game. If this was a foreshadowing of the year to come, fans had a lot to look forward to.
Unfortunately, things don't always go according to plan.
Starting Over
The 3DO was on its way out by the time the next season rolled around, but a new generation of consoles was looming. Sony's new 32-bit PlayStation was set to release that fall, and EA wanted to be ready. They took notice of Visual Concepts' impressive Super Nintendo conversions, and put them in charge of reinventing the series for a new generation.
Gushing previews and tantalizing screenshots had all of the Madden fans ready to jump on Sony's new system. A 3D field with multiple camera angles, giant, rendered player sprites, and a slick interface that looked like it was ripped right from a Fox broadcast -- it seemed like Madden '96 would have it all. But therein lay the problem.
By most accounts, Visual Concepts' game was shaping up well, but the developer simply overshot their mark. The PlayStation might not have been the all-powerful wonder-console the team had hoped, and their list of features may have been more than they could keep up with. With Sony's own football game on the way, EA couldn't afford to make any compromises. The release slipped past September, past October, and straight on through the end of the year. When it became apparent that it wouldn't be out by the end of season, EA pulled the plug. The 16-bit versions of Madden '96 released as usual, but their headliner was a bust. EA terminated their relationship with Visual Concepts, but their time for revenge would come yet.
PlayStation owners didn't go without their football fix that season. Sony's first-party NFL GameDay shipped before the season's end, and it quickly became the most popular sports game on the market. Madden wasn't number one anymore, and in a volatile and fast-moving industry, a one year slip was all it took to put EA back at square one. If EA wanted to get back on top, it would have to fight.
The next Madden was not going to slip. EA partnered with Florida-based Tiburon Entertainment to create Madden NFL '97 from the ground up. It would push the hardware even harder than Visual Concepts' attempt, with true 3D polygonal stadiums and incredibly smooth graphics. Unfortunately, the AI left something to be desired, allowing for long passes to work time and time again. Meanwhile, GameDay offered strong competition with a greater depth of control than any EA game. The reputation of the Madden series was beginning to slip, but at least EA was back in the game.
Still, EA was scrambling to keep up. Tiburon refined their '97 edition for the following year with a major push to create the most complex AI in a football game yet. The game was indeed everything that last year's edition should have been, but Sony showed them up by going to 3D a year before the Madden NFL series (though Madden 64 shipped later that year, minus the NFL license). The rivalry was fierce and anything but civil. In 1998, Sony's Kelly Flock (the former captain of 989 Studios) chided EA when he told Next Generation, "If you want to play next year's Madden early, buy this year's GameDay." Things got even uglier when he added, "Liquid AI is the crap that ran down [EA's] leg when they saw GameDay."
But competition only made the two stronger and the '99 season was the strongest yet for both franchises. GameDay refined their previous year's effort with major AI improvements, but Madden triumphantly stepped up to reclaim their throne with a complete revamp. Not only did the series move to full 3D, but it added a franchise mode, allowing players to take on the role of general manager across up to 15 seasons. EA was back on top and they had found the long-term partner they had been looking for. They purchased Tiburon Entertainment, and cemented their position as the House of Madden. The victory came just in time, as an old friend prepared to become the new challenger.
Visual Concepts Strikes Back
In 1998, SEGA unveiled their new Dreamcast console, the first system of the next generation. Eager to reclaim the position they held with sports fans in their 16-bit glory days, they courted their former allies at Electronic Arts to develop for their console. There are plenty of wild theories about what happened during these negotiations. Some claim that EA demanded an unprecedented licensing agreement that SEGA couldn't deliver, others say EA was still feeling burned by the Saturn.
Former EA chief creative officer Bing Gordon has given the only official comments on the matter, blaming the unusual hardware and a lack of out-of-the-box online support. The claim is almost aggressively ironic in light of EA's decisions to back the notoriously esoteric PlayStation 2 hardware and a lack of online support that persisted until after the Dreamcast's demise -- to say nothing of the modem that came boxed with the Dreamcast. The realistic speculation is that EA simply wanted to continue the success they had with Sony hardware and had a stronger relationship with them.
Whatever the reason, it was clear that this was war. SEGA readied themselves by acquiring Visual Concepts, the studio behind the SNES versions of Madden '94 and '95 -- as well as the lost Madden '96 on PlayStation that ended their working relationship with EA. VC had as much to prove as SEGA did, and the result was greater than anyone could have imagined. The new technology gave it an almost unfair advantage, with top-notch graphics, fluid control, and realistic physics. It debuted to nearly universal critical praise and quickly became one of the best selling titles on the platform. Madden 2000 released with an impressive engine that ran at 30 frames-per-second, but it was clear that they had been upstaged.
EA doesn't like to be upstaged.
EA may have just been biding their time, waiting for the debut of Sony's new console to strike. After all, their latest effort was clearly going to take a bit more than 12 months to perfect. This title would set the tone for Madden games for the rest of the generation, and they weren't about to have a repeat of the Madden '96 fiasco. The 2001 edition shipped on time with a level of graphical polish that trumped even SEGA's offerings, as well as configurable AI that allowed players to tweak the computer to play how they wanted. SEGA shipped NFL 2K1 with online play, but it wasn't enough to stop the Madden machine.
The GameDay franchise virtually committed suicide that year, with a disappointing entry that coupled terrible graphics with unbalanced gameplay. Subsequent offerings made improvements, but the series never got traction again. Madden was poised to be the definitive football game on the leading platform of the new generation. With EA's help, it was just a matter of time before Sony could declare victory and SEGA put up the white flag and retired from the hardware business.
It was that announcement that cemented Madden's real competition for the coming generation. With the Dreamcast on the way out, the NFL 2K series came to the PS2 and Xbox, starting with 2K2. EA's series would likewise find itself on Xbox that year, as well as on GameCube.
The two series had a healthy rivalry and pushed each other to excel. EA debuted their online game in Madden 2003, and SEGA partnered with ESPN the following year to recreate the look and feel of a TV broadcast. The following year, the 2K series struck and aggressive blow by launching before Madden at roughly half the price. The move paid off, and the title managed to sell nearly three million copies that year. But Madden 2005 debuted the "hit stick" feature that used the right analog stick to be used for more subtle control, and that year, Madden managed to sell nearly twice as much as its rival.
Despite the competition, the 2K series never managed to cut into Madden's market share the way GameDay or even Joe Montana did. Madden dominated on every platform, and its sales seemed unstoppable, with each game in the series selling more each year. Eventually their stranglehold became so strong that the NFL offered them an exclusive license, effectively putting an end to their competition. The GameDay series was discontinued, and 2K retooled as an unlicensed "All-Pro" game. Madden had won.
It was a bittersweet victory for fans. EA had fought hard and taken on many competitors to reach the position they were at, and its only competition was already left far behind. But what good is a sport without rivals? When EA rushed their initial Xbox 360 offering to market without some key features, some fans felt like Tiburon might be cutting corners without the fear of competition.
But EA fought back twice as hard the next year, as it has before. It may be the only game in town, but Madden still has to win its fans back each and every year. Tiburon is showing no signs of slowing down with the impending release of Madden NFL 09, and EA recently renewed their agreement with the NFL. Madden is here to stay, and we wouldn't be surprised to see it last another twenty years.