Madden NFL 11 redefines the way you experience the game of football. It's simpler: From 350 plays down to 1, the all-new GameFlow system puts you in the helmet of an NFL quarterback to execute an authentic, situational game plan, one play at a time. It's quicker: 60 minute game times reduced to as little as 30 minutes; spend more time on the field and less in the playbook. full games, half the time. It's deeper: Madden NFL 11 is feature-rich including all-new 3-on-3 Online Team Play, improved animations, more intuitive controls, and Madden NFL Ultimate Team ... all to the play-by-play of the most exciting voice in sports, Gus Johnson.
WoW....the year i finally get both Madden & NCAA i haven't done that in like four years....wit that said folks yes M11 looks like M10,but it won't play like it...from the new catching animations to locomotion which changes the feel and play of the game i feel that come August10th midnite soon as we leave gamestop put the game in...we will get the biggest shock of our life;that this game will be very good an also very playable thats if it plays like NCAA11 demo which 9 times out of 10 it will.I still have my lil gripes like double hit tackling,refs dont actually throw yellow flags on the field,cbs & fox intergation, active move out the way sidelines & real team helmets in probowl game,but i can do without do to this years gameplay & i think all the Backbreaker fans will be trading in BB once they play M11...really the only good thing about BB is there tackling physics....sorry i'm a NFL football fan...even i a ESPN2K5 fanatic knows M11 trumps BB,but all in all get ready for a real shocker come august10th.
Last year's Madden NFL 10 demo let you play four quarters just one minute long each, though a GameStop preorder did give special access to a longer game. This year, EA Sports is giving everyone five-minute quarters to try out.
The reason: Madden's new GameFlow - in which the CPU calls plays for you like an offensive or a defensive coordinator, providing advice on their execution - needs to be played in more than a hurry-up drill context.
"We felt that 5 minute quarters (which is the default quarter length in Madden NFL) provides fans the best opportunity to fully experience the GameFlow system, as well as get a feel for the new locomotion and dual stick controls," said EA Sports spokesman Rob Semsey. "We'll have more details to announce, including some surprises, for the Madden NFL 11 demo very soon."
This year's demo will feature a rematch of last year's AFC Championship game between the New York Jets and the Indianapolis Colts, a choice made by fan voting. No word yet on when, exactly, it will be released.
By "some surprises," it wouldn't shock me to see some unlockables in the main game tied to downloading and playing the demo. NCAA 11 rewarded players with 11 new uniform varieties for playing all four of its matchups and for sending a friend a message about the game
Interesting developments in regards to Madden 11 today as earlier Drew Brees tweeted that he was in Times Square shooting a commercial and would be giving out free copies of Madden 11 to anyone who showed up. Of course these wouldn’t be actual copies right? The assumption was made that it was probably just vouchers to then pick up the game for free on its release date. The game isn’t actually done, pressed, and ready to ship in early July right? And it would seem unlikely that they would do something that would undercut the NCAA Football 11 hype in the days leading up to its release.
Now there is some uncertainty around what has taken place. A tweet from an ESPN sportswriter claims it was the actual game and one guy on Twitter stated that Brees handed him a copy of the game. It is certainly possible that the reporter was mistaken and the guy was purposefully vague about its contents. Though now the reporter has tweeted again stating that she was told by EA that it was the actual game. The most likely scenario is that the game case included a voucher inside and not the actual game but there is nothing concrete at this point one way or the other.
My thought is that if it was the game we’d be seeing chatter about it being played or listings going up on Ebay. I’ve yet to spot either. Currently waiting on an official statement from EA Sports on the matter or an image showing the contents.
(Update) The reporter cited earlier checked in with her contact at EA for clarification and now is stating that it was indeed a voucher included in the box and not the actual game.
OS: It finally happened -- sports gaming has jumped into the present day where anything is fair game for advertising.
Enter Madden's swagger rating.
Supposedly, the rating does nothing more than determine a player's likelihood to celebrate on the field. It doesn't progress and it doesn't effect gameplay in any other manner. Oh and the rating is brought to you by Old Spice.
So is this is a positive trend for sports gaming, where even ratings are fair game for advertising influences? Could there be a moment in time in the not so distant future that Nike goes all in with a Madden sponsorship deal and requests the athletes that pitch Nike products have higher ratings to make them seem more elite? I'm not sure, but to say it's an impossibility is to deny the ever growing presence of advertising is invading every corner of sports games -- much less society in general.
Perhaps it's not so bad, and perhaps it should have been more anticipated. Besides, what else did we expect? Most sports which are worthy of being depicted on the digital screen are huge advertising festivals anyways, so in a lot of ways it's more realistic to actually have legit products being marketed to gamers. I'm totally look forward to the day commercials begin to filter into games for the truest to life broadcast presentation possible -- I'm kidding about that, but only in a 'this might actually happen someday' kind of way.
So what do you think about the swagger rating and advertising in games in general? Should we embrace advertising or should there be a gamer led revolt against it?
ESPN Videogames have just posted the full Madden NFL 11 player ratings for the San Diego Chargers and Kansas City Chiefs.
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Patrick Cowan, Lighting Artist for Madden NFL 11, has posted a new blog on the lighting improvements.
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askmadden: ESPN.com has released player ratings for the Jets and Dolphins today. They’re going to be releasing two teams a day, Monday through Thursday beginning with the AFC East and ending with the NFC South.
With the ratings coming out, we get a sneak peak at which players will be diamonds in the rough, which players continue to be virtual gridiron beasts, and which players have seen better days with their ratings. In each of the categories we’ve just mentioned, we quickly draw our eyes to Miami’s RB Kory Sheets with a 95 acceleration rating and a 93 speed rating that should compliment Ronnie Brown and Ricky WIlliams. We also see Miami’s new WR Brandon Marshall, as he sports a 98 swagger rating (what does that do, anyway?) as well as the quickly declining Jets runningback, LT. Remember that size and speed trump all in Madden, so be sure to watch those ratings when finding your next hidden gem.
Be sure to follow the link to your favorite team’s ratings. Please note that not all teams have been released at the time of this publishing, but if you follow the link you’ll find out exactly what day they’ll be released. Read the article here.
Askmadden: Hey Madden fans! Romocop here to bring you an update on Madden NFL ’11! As we all know, Madden ’11 is slowly creeping its way onto shelves near you, and EA has been busy spreading new info about the team ratings. In last year’s edition of Madden, we saw a drastic rating decrease for just about every team. This year’s Madden is no different with the Superbowl winning New Orleans Saint’s coming in as the top rated team in Madden ’11 at 92.
While many people will argue that they should be rated differently, it is good to see EA taking the initiative and different approach when it comes to rating teams. “No longer can you get by with teams with pure speed, such as the Raiders” says EA’s ratings guru Danny Moore. Clearly, this has been stated every year, but it has been speculated that awareness and acceleration have been polished to give those rating categories a more valuable presence on the field.
Let’s look at the ratings, and see how they’ve changed over their Madden ’10 ratings:
| Rank | Team | Madden 11 | Madden 10 | Change |
| 1 | New Orleans Saints | 92 | 94 | -2 |
| 2 | Indianapolis Colts | 91 | 93 | -2 |
| 3 | Baltimore Ravens | 90 | 87 | +3 |
| 4 | New York Jets | 89 | 88 | +1 |
| 5 | Minnesota Vikings | 88 | 90 | -2 |
| 6 | Green Bay Packers | 87 | 87 | NA |
| 7 | Dallas Cowboys | 87 | 88 | -1 |
| 8 | New England Patriots | 86 | 88 | -2 |
| 9 | Cincinnati Bengals | 86 | 86 | NA |
| 10 | San Diego Chargers | 85 | 89 | -4 |
| 11 | Pittsburgh Steelers | 84 | 85 | -1 |
| 12 | Atlanta Falcons | 83 | 83 | NA |
| 13 | New York Giants | 81 | 81 | NA |
| 14 | Philadelphia Eagles | 80 | 86 | -6 |
| 15 | Arizona Cardinals | 79 | 87 | -8 |
| 16 | Miami Dolphins | 79 | 77 | +2 |
| 17 | San Francisco 49ers | 79 | 78 | +1 |
| 18 | Houston Texans | 78 | 82 | -4 |
| 19 | Denver Broncos | 78 | 80 | -2 |
| 20 | Chicago Bears | 77 | 75 | +2 |
| 21 | Tennessee Titans | 77 | 79 | -2 |
| 22 | Washington Redskins | 76 | 70 | +6 |
| 23 | Carolina Panthers | 75 | 78 | -3 |
| 24 | Seattle Seahawks | 75 | 72 | +3 |
| 25 | Jacksonville Jaguars | 74 | 76 | -2 |
| 26 | Oakland Raiders | 71 | 71 | NA |
| 27 | Kansas City Chiefs | 71 | 68 | +3 |
| 28 | Cleveland Browns | 70 | 69 | +1 |
| 29 | Tampa Bay Buccaneers | 69 | 67 | +2 |
| 30 | Detroit Lions | 68 | 66 | +2 |
| 31 | Buffalo Bills | 67 | 71 | -4 |
| 32 | St. Louis Rams | 66 | 65 | +1 |
The Most Decreased Rated Team: Arizona Cardinals (-8)
Key Losses: WR Anquan Boldin, QB Kurt Warner, LB Karlos Dansby, S Antrel Rolle
Key Additions: DT Dan Williams, LB Joey Porter, S Kerry Rhodes, OL Alen Faneca, PK Jay Feely
The Most Increased Rated Team: Washington Redskins (+6)
Key Losses: QB Jason Campbell
Key Additions: QB Donovan McNabb, OL Trent Williams, RB Larry Johnson, RB Willie Parker, WR Joey Galloway, WR Bobby Wade
Overall, the ratings seem pretty fair. You have your top 6-8 teams that are the elite in the NFL, then you have your mediocre teams ranked in the middle, then you have your Rams and Bills, and Lions teams. It seems as though this year online there will be a variety of teams used unlike in past Maddens where you have everyone always chosing the top 3 rated teams.
‘Till next time Madden fans! This is Romocop signing out! “Dueces!”
MyMaddenPad:
Well its still quite awhile until that time of the year when the countdown to August starts approaching in our minds. Unfortunately by the time we are concerned about Madden, thats when its getting the final tweaks for release day. So here's a blog we can hope that the developers see and take into account. Here's the top 10 things that need to be fixed/addressed for Madden 11.
10. Player Equipment- Not a big concern to me but I know alot of people that are upset with some options for the player's customizable equipment. The Seahawks have team-specific colors for their gloves and shoes but what if I want some gold gloves for my WR on the niners or some Purple shoes for my DB on the Vikes. I noticed this difference in a screenshot for NCAA and I hope they add more options for customizing players. Why does my superstar player of myself have to blend into the crowd if I want him to stand out.
9. Battles in the Trenches- I want to see players do something other than struggle if they are trying to make a tackle on a FB dive. If I'm blitzing 2 LBs through the middle and pinching my line, nothing should go through the middle. But for some reason, the line can pinch my LBs back and they're stuck doing nothing. Let them try and push the pile or sidestep their teammates and fight to get in the backfield. And if we could get really lucky we could see LBs jump over the line trying to stop a RB (I could see this being a glitching problem though). Also, once the players are engaged I want to see a fight to stand them up and push them back. Tackling someone right at the first down marker compared to in the backfield should not engage the same tackle animation.
8. Franchise- Why do I feel like CPU teams are non-existent? Well that’s because they are. Never are old players released when they start to decrease in overall. Never do I see team-to-team trading taking place. Why can't the Eagles trade K. Kolb for J. Stewart on my franchise if both teams fulfill each others needs. Why can't I get offers from teams unless I put something on the trading block. I remember waaayyyy back in the day, I don't even know what Madden it was, but someone offered me C. Woodson for my 1st round pick. What a great feature that was, instead of always having to be the instigator in trades, they came to you as well. On draft day, I want to be offered trades to move up, move down or, please EA please, get a pick for next years draft.
7. Up Strength, Down Speed- If we have learned any life lessons from Madden that would be that P. Harvin >; Fitzgerald, D. Jackson >; A. Boldin, Chris Johnson is tied for being the best player ever with Randy Moss. Why oh why does speed have to be so darn important? I say we fix this with a simple solution, add breakaway speed. Sure these players are all fast but the thing that separates them is their breakaway speed. No one can catch CJ if he gets in the open but that doesn't mean he should be able to get in the open all the time. Why can't a strong RB or WR be dominant. M. Turner was no fun to play as in Madden because he would break the same number of tackles as a K. Faulk. Lets give these stronger players some help and let them be able to push further once they are engaged in a tackle. Let Turner push for 4 where R. Grant would fall down for 3.
6. Potential- If you found a gem in the draft, you knew it the second after you drafted them. I would like to see a variable way to have potential effect the growth of a player. Say you draft an A potential QB and start him right away. Now lets say he repays your generosity to you the same way Jamarcus Russel would, getting you wayyy more Turnovers than TDs. Now that A should be a B and another season like that and you'll be looking at a C. Another situation. You spend a top 5 pick on the next LT and sure enough thats what he is, but in his 3rd year he's tears up his ACL. He's never going to be the same right? wrong, next year he will be as dominant as ever and , if he's young enough, he will get better. Certain injuries should be able to effect players potential, like ACL, Concussions, shoulder injuries for QBs.
5. Old Features- This one won't need much of an explanation. Give me Training Camp, the ability to shade WRs to the left or right, Man Lock so its not a giveaway the I'm in man or zone (this should be an option you choose before you pick your play), and my personal favorite, Trophies online.
4. Hit Sticks- It seems to me that I miss more tackles because of using the hit stick than if I wouldn’t, and I don’t mean tackles that should be missed. One example, I punt the ball and have a clean shot at the returner and what happens, I hit stick and he spins off of me. Opponent runs a draw and I read it perfectly and have a clear shot at the RB, he side-steps and gets a 8 yard gain after I had him in the backfield. There are things are sure tackles and not, why should I miss these sure tackles cause I went to light them up.
3. Zone Coverage- The flat zones are downright terrible. I went to a local Madden tourney and saw someone who would only throw the ball to the flats to his RB, the thing was that the other guy couldn’t stop it. Also, it’s always been a pet-peeve of mine when a defender won’t follow a guy downfield, until another defender is in position, because he can’t leave his little ring of a zone even though there is no one near. Imagine someone running 4 verticles and your MLB leaves the TE open going across the middle because he didn’t want to follow him a little further. (If you don’t know what I mean, go to practice and run it out of Shotgun Trips, against a cover 3 and look for the TE).
2. Catching- Rocket catching, yuck. I know they came out saying they are working on it but it still deserves to be on my list, and high up. They said they will change the WR coming back to the ball and catches on the sideline, but why not fix everything. Don’t let people be able to make a catch by holding down the catch button, it should be a timing thing. Allow for defenders to swat at the ball, if someone is rocket catching, why can’t my defender just smack the ball or the receivers hands and force a drop. I want to see WR’s be able to mistimed jumps so if you try and rocket catch the WR isn’t always going to come down with it, sometimes it will sail right threw his hands cause he mistimed the jump. Last year defenders were terrible at making a play on the ball, I want to see more knockdowns in Madden 11. In previous Maddens knockdowns were just a way of saying “dropped INT”.
1. Online Franchise- This will change Madden forever, if they can do it right. Ok guys, you got your beta test done on Madden 10. Now lets see a real Online Franchise. Salary Cap, Free Agency, Coaching Staff, scouting for players, etc. This year you can’t trade in the offseason, when most trades occur. Commissioners have no power except to advance the week, if someone no-shows, the game will be simmed, let them turn the person on autopilot so the other person can play the game. The only reason I didn’t get into OF right away was because of this talk how EA could change the settings to allow for a salary cap and so on. Got my hopes up and then shut them down. Next lets make Franchise go online instead of making a new online mode that somewhat resembles franchise.
Thanks for reading, hopefully Madden 11 is everything we’re hoping for.
pt2.
After much thought and deliberation (and procrastination), I'm finally ready for my Madden 11 wishlist. This wishlist is going to be a little different (as far as non-gameplay), as I'm writing it largely from a Madden Wars perspective. This will probably make a little more sense if you have already read my blog looking back on my Madden 10 wishlist, so if you haven't already, check that out too.
Last year I divided my wishes into three categories, the first being game-breaking issues that need to be fixed and the last being minor annoyances. These year, I'm going to focus on gameplay issues (i.e. rocket catch) and other wishes (such as online franchise stuff). As with last year's list, the numbers do not necessarily correspond to importance, they are just there for organization.
Gameplay:
1. User control - This is my number one issue with Madden. I can't tell you how many times I have switched defenders to go for a pick only to have the CPU already locked into something else. In my opinion, the user control actually got worse from 09 to 10. This year I have switched players to try and get out toward the sidelines after someone catches a pass and had my player literally stand still - he wouldn't move for at least a good second! Not only that, the CPU will play for you if you allow it. To get a user catch, all you have to do is run where the ball is, no catch button required. On PS2, when you put it up to All-Madden, CPU assistance was automatically turned off and it is something they need to bring back. Getting back to switched players standing still, it seems like it may have been from failure in the new momentum programming, so hopefully that is fixed this year with the new locomotion. Players reacting poorly after receiving the ball on offense (WR screens anyone?) or being switched to on defense plagued every game on 10.
Along with user control is holding y/triangle for catches. This takes the skill and timing out of usering, one more way in which PS2 had next gen beat. If they take out hold-the-button catching and r-stick catching I won't even be mad if someone rocket catches on me because that would just be impressive.
I'm also going to throw dropped interceptions into this category. In my opinion dropped picks happen way too often on Madden. The most frustrating part is that it even seems worse when you go for user picks. I hate to know exactly what my opponent is doing and jump the pass, only to drop it and see the next play go for a touchdown.
2. Zone coverage - While zone coverage was a little improved in some areas this year, it was also worse in others. Flat zones were broken all year. Despite the development team's attempt at a patch, the light blue zones were still easily abused by a QB rollout. Hook (yellow) zones have also been disappointing the past few years. In 09, they were abused by rocket catching curls and while they eliminated the rocket catch on that route, the hook zones were not improved. You almost never see these zones jump a slant route and they are not even all that adept at jumping curl and hook routes, especially short ones (like the delayed RB curls).
3.Man lock - This PS2 feature would go a long way in bringing realism to the game. No longer would people be able to read the defense pre-snap so easily and would actually have to think during the play. This would make the game much more of a chess match, which is exactly the way straight gamers describe how the game should be.
4. Shading - Although this feature wasn't ever all that effective on PS2, if they could put it into next gen where it worked correctly it could be another huge boost to the ability to play defense. The development team did greatly improve man coverage from 09 to 10, but a fast guy on a crossing route still beats man every time. If Madden allows shading to the inside, it would hopefully shut down crossing routes the majority of the time (but be beaten by an out route, etc.).
5. Bump/back off individual receivers - another feature from the PS2 days.
6. Counter to playaction - Currently there is no way to properly shut down playaction is Madden. This year the run/pass commit feature was taken out and there is no system like in NCAA to guess pass, therefor playaction is much too effective (especially with broken flats coverage).
7. Dynamically add tacklers to the pile - The dev team said this was what pro-tak was all about, but you really have no control over it. Plenty of times I was wishing I could come in and deliver a crushing blow to someone being stood up, but wasn't able to do it. The worst is when the RB gets locked into the animation where he breaks about 5 tackles at once because it almost always goes for a touchdown. You have to wait for the player to be completely done with that animation because if you don't your player will just fall to the ground.
8. Tone down/counter fumbles - Fumbles too often decide a game. While sometimes this is the result of leaving yourself wide open to a hit stick or strip ball, too often it is the result of random chance. If fumbles are not toned down for Madden 11, at least add a legitimate counter to hit sticks and strips. The cover up ball has never worked and trying to change ball hands doesn't always work since they changed stiff arm to one button (plus it doesn't seem that having the ball in the correct hand even matters, which is extremely frustrating). If fumbles and dropped picks were toned down it would go a long way to eliminating luck in the game. Of course luck will always be present in a sports game, as it is in real life, you just hope that whoever plays better wins the game 99% of the time.
9. DE contain - tone down interceptions from DE contain, turn up actual containment from DE contain (on run plays too).
10. Unstoppable routes vs man - There are certain routes that will turn around the defender every time or nearly every time that need to be looked at. These include the clown route (and similar post routes like in FL Drag), certain post corners (TB playbook), the out and up (especially in the PIT 5 wide).
Non-gameplay:
1. Online Co-op versus - This was something we all get really excited about last year, only to learn we could only play against the CPU. Not only would co-op be great for Madden Wars, it would add a whole new dimension to Madden in general if we could do 2v2 matches. I feel like it would almost be a whole different game, you would really have to work on offense because the exploits would be much easier to shut down. Of course for Madden Wars this could be a battlemode in itself, not to mention all the variants we could come up with.
2. New online game type - I was one of those guys who loved to play the overtime mode online when they had it on NCAA. Not only is that format really fun, I like to change it up from the regular old games every once in a while. I know when I play NCAA offline with my friends, we often play a couple games of tug-of-war or bowling first. I was thinking a really fun game mode for Madden would be a mode similar to the college overtime, but a little different. You would start at the ten yard line going in and you try and get a score. Every round the teams start ten yards further back and you play until one team scores more just like the college OT. You would also be able to change what yard line you start at, whether you can kick a field goal or have to get a touchdown, and whether you get the first down chains or have to go four hard. I don't know about you, but I would definitely play that game mode online quite a bit (and it could be a battlemode in Madden Wars, best out of three or something). Whether you think that would be cool or not, I think Madden would certainly benefit from more than one online mode.
3. Random plays in practice mode - I remember some of this being on PS2, but I'm not sure if all of it was. As it is now, you can choose random plays on defense or offense. Not only does it work terribly, picking basic plays over and over, but it also is not nearly specific enough. I would love to be able to pick a random zone, blitz, or man coverage from a certain formation on defense (or a random run, pass, or playaction on offense). Deloz over at the Madden Lab also has some great ideas about practice mode: http://www.thegamerslab.com/show.php?ID=290.
4. Team builder - How cool would it be to play in an online franchise with 32 custom teams? Not necessarily custom rosters, but custom uniforms and/or stadiums would be great.
5. PS2 mini games - Playing the PS2 mini games before the season started each year was my favorite part of franchise mode.
That's all I have for now on my Madden 11 wishlist. There is 99% chance I forgot to put something in, so let me know what you think. I'm especially interested to here your thoughts on new online game modes.
Madden 12 Prizes: Starting on Aug. 10th ( start of madden 11 ) TheMaddenMinds.com will not only be considering sponsoring someone for Madden 12 MLG but also offering $50 to whoever has the most wins on our NEW LADDERS! Winner must have 25+ games, email carlos@themaddenminds.com for more info!
Madden 11 News: Madden 11 will be broken down to a science by TheMaddenMinds.com W.S.T Crew. The crew will be live broadcasting madden 11 as well as recieve the game before the release date. We will be offering free madden 11 tips, strategies,nanos,money plays, ladder tournaments and prizes. Sign up on our free forums and join the madden discussions communtity.
Madden Ultimate Team: Pack Inserts Set #4Hey everybody -
Info: Fletcher was the defensive leader during the Rams Super Bowl run and his 2000 season was a great one. Info: Ngata is a beast in the trenches and arguably the Ravens most valuable defensive player. Get this card and instantly improve your run defense.
Info: Jones is a favorite of anyone who played franchise mode in Madden NFL 10 or NFL Head Coach '09. He's very fast, quick and elusive. Tagged: Madden, Josh Looman, Madden Ultimate Team, Card Inserts Set #4 MJD Goes FTW at Madden Bowl XVI
Personally, I'm picking the Colts to win as I just don't see Peyton making many mistakes and I have a feeling that the Colts d will be able to contain Bush and the Saints' running game. Will they be able to stop Brees' arm and Marques Colston magic? I'm hoping so, just as I'm hoping to see mon bon ami Garcon have another big start as well. Enjoy the game this weekend everyone! Who's your pick to win? Tagged: Madden, Madden Bowl, Extravaganza, Doritos, Super Bowl Madden Ultimate Team: Card Inserts Set #1Hey everybody - I'm Josh Looman, the lead designer of Madden Ultimate Team. I wanted to thank all of you for the overwhelming response to Madden Ultimate Team and let you know about a special promotion we're starting tomorrow morning (Friday, Feb. 5th). We'll be releasing a new group of cards tomorrow morning as an insert set. That means that the cards will be available in gold and platinum packs only and they will be available for a limited time. These particular cards have not been available in the game at any point up to now and you won't be able to buy them in Weekly Deals. You can only find them in packs. Once we remove them from the packs, you will not be able to find them again. We'll be releasing more sets in the coming weeks, so keep an eye out for new cards in the future. This first batch is Set #1 and it features ten unique cards. The cards contain new images for every player, some of them from Sunday's Pro Bowl. All of the cards are Legendary tier cards. Here's a list of the cards that will be available in packs starting tomorrow morning...
Set #1, Card #1 2010 Pro Bowl Josh Cribbs, Cleveland Browns Cribbs is one of the NFL's most dynamic players. He is a Pro Bowl kick returner, a great runner out of the wildcat formation, a starting receiver and a former college QB. We set him up as a HB in this card because of his success in the Wildcat. Use him at multiple positions on your team to see where he fits best. This legendary card honors his 2010 Pro Bowl selection.
Set #1, Card #2 2009 All-Pro Dallas Clark, Indianapolis Colts Clark is a wide receiver in a TE's body and he's one of the Colts most dangerous weapons. This legendary card honors his All-Pro 2009 season.
Set #1, Card #3 2010 Pro Bowl Elvis Dumervil, Denver Broncos Dumervil is a beast of a rush linebacker. He led the NFL and set the Broncos single season record with 17 sacks. You can line him up at OLB or DE in Madden and receive an instant pass rush upgrade. This legendary card honors his 2010 Pro Bowl selection.
Set #1, Card #4 2005 Super Bowl MVP Deion Branch Branch had a fantastic game in Super Bowl XXXIX, winning the MVP trophy after grabbing eleven receptions and beating the Eagles 24-21. This legendary card honors his MVP award.
Set #1, Card #5 2009 All-Pro Jahri Evans, New Orleans Saints Evans is one of the best interior linemen in the NFL, tasked with the responsibility of keeping Drew Brees on his feet and keeping the running game going. This legendary card honors his All-Pro season in 2009.
Set #1, Card #6 2010 Pro Bowl Brandon Marshall, Denver Broncos Marshall is one of the top 5 receivers in the NFL, as evidenced by his NFL record 21 receptions against the Colts in Week 14. This legendary card honors his Pro Bowl selection.
Set #1, Card #7 2010 Pro Bowl Chris Johnson, Tennessee Titans Johnson is obviously one of the most electric players in the NFL this season, breaking the 2000 yard barrier. This legendary card honors his Pro Bowl selection.
Set #1, Card #8 1994 Junior Seau, San Diego Chargers Seau is one of the best linebackers in NFL history and his 1994 season was a great one. He finished that year with 155 tackles, a career high. This legendary card honors his amazing season in 1994.
Set #1, Card #9 2010 Pro Bowl Vincent Jackson, San Diego Chargers Jackson had a fantastic 2009 season, emerging as the clear #1 target for Phillip Rivers and he topped it all off with 7 catches for 122 yards in the Pro Bowl last Sunday. This legendary card honors his Pro Bowl selection.
Set #1, Card # 10 2010 All-Pro Ryan Clady, Denver Broncos Clady has emerged as one of the best left tackles in the NFL. This legendary card honors his 2009 All-Pro season. Well, that's the list of of cards. Remember, you can only get these cards in gold and platinum packs for a limited time starting Friday morning. I'll be back next week with an update on when Set #2 will be released. If you have any general Madden Ultimate Team questions, head over to the new Madden Ultimate team forum where I'll be answering your questions and interacting with other members of the community.
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Madden 2011 release date for xbox 360 & PS3 is set for August 10th, 2010, look for the demo in mid-july. Madden changes this year include a 3v3 co-op, new locomotion system, updated rosters, new playbooks and custom team jerseys. Be sure to join in on the free cash prize madden 11 tournaments on our new ladders!
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I'm Patrick Cowan, Lighting Artist for EA Sports in Orlando. In the article that follows, I will be sharing a few of the exciting improvements to our lighting approach in Madden NFL 11, with a focus on increased broadcast fidelity.
Some of the more dramatic examples of these changes can be seen in our night games and dome stadiums, so much of what follows will address those game settings. Due to the fact that both settings are lit primary by artificial light sources, they present unique challenges to the artist.
Stadiums
One of the ways we pushed for increased broadcast integrity was in the lighting of our stadiums. Previously our night and dome stadiums were lit for maximum visibility of the crowd and thus were not consistent with typical broadcast camera exposures. In Madden 11 we attempted to better emulate how stadiums appear when the exposure is set for the action on the field. Using a variety of reference material, we attempted to closely approximate the patterns of light and shadow unique to the individual stadiums.
In real world photography, the light and dark values of a subject can vary considerably from shot to shot depending on the exposure settings. In Madden NFL we are working with one universal exposure, so it was necessary to create a unified look which works across the board, regardless of which of our hundreds of animated cameras is active. The end result is night and dome stadiums which have considerably more contrast and shape to the lighting than in previous versions of the game and tonal values for the crowd which prevent it from visually competing with the action during game play.

Photo Reference of M & T Bank Stadium

M & T Bank Stadium in Madden NFL 10

M & T Bank Stadium in Madden NFL 11
In the Madden NFL 11 example above, you'll notice a more dramatic shadow-to-light contrast, more shape and depth to the lighting, and a visual presentation which is truer to the photographic and broadcast appearance of the actual stadium.
Stadium Lights
Another change to our lighting is the appearance of our stadium lights. In photography, when a light source is in the field of view of the camera (or directly on the perimeter) it interacts with the lens to create flaring effects. These effects can take various forms, such as starbursts, circles or rings.

A photo example of lens flare with starburst patterns
In Madden NFL 11 we reworked this effect for all of our stadiums. Our stadium lights are now brighter and feature starburst patterns. This effect interacts with the animation of the camera, creating lens distortions which shift dynamically in real time as the camera moves or zooms.

Stadium Lights in Madden NFL 10
In the above image from Madden NFL 10, you'll notice the flares around the stadium lights appear circular and uniform in size. Compare this to the Madden NFL 11 image below:

Stadium Lights in Madden NFL 11
Notice the flares now form a detailed starburst pattern. As you play the game, you'll observe that as the camera is animated these flares grow larger in relation to the position of the lens, producing an interactive effect similar to what we are accustomed to seeing in an actual broadcast.
Jumbotrons & Ribbon boards
Another improvement in Madden NFL 11 is the broadcast-like representation of the ribbon boards and jumbotrons. A camera has a limited range of values it can capture, a range which is less than that of the human eye. When the values of a photographic subject fall outside of the light or dark extremes of this range, they are interpreted as uniform areas of minimum or maximum brightness. This can occur across the three channels which make up digital images - red, green, and blue (the three additive primary colors of light) - or separately in individual channels.
Self-illuminated objects such jumbotrons often present an irresolvable challenge to the photographer. If the exposure is set to accurately view the image featured on the jumbotron, the surrounding stadium will appear too dark. If the exposure is set for maximum visibility of the stadium, players or crowd, the image on the jumbotron will fall outside of the maximum luminance range available to the camera, resulting in an overly bright image and a loss of detail in the brightest areas -- an effect referred to as clipping or blow-out.

A photo of a jumbotron with clipped values
In Madden NFL 10, bright light sources such as jumbotrons and ribbon boards were exposed for maximum visibility, but lacked photographic authenticity. This year we made an effort to present self-illuminating objects in a manner more representative of a typical broadcast, resulting in clipped color channels and a "blown-out" look.

Jumbotron from Madden NFL 10

Jumbotron from Madden NFL 11
In the above Madden NFL 11 image, notice how the self-illuminated objects - the jumbotron, ribbon boards and signage - appear to be actual sources of light, in contrast with how these objects are displayed in the previous image from Madden NFL 10.
We also paid attention to improving other visual aspects the scoreboard and signage. In the following image, notice how the extra lighting detail on the NFL Network sign in the Madden NFL 11 screenshot (right) makes the sign feel as if it is lit by the light fixtures directly above and below the sign.

A comparison of Gillette Stadium scoreboard in Madden NFL 10 (left) vs. Madden NFL 11 (right)
The following example from Cleveland Browns Stadium displays similar visual upgrades. Notice how these features work together to enhance perceived photographic realism in the lower image.

Browns Stadium scoreboard in Madden NFL10

Browns Stadium scoreboard in Madden NFL 11
Self-shadows
Self-shadowing refers to the real-time calculation and rendering of shadows cast from objects and characters onto themselves and the geometry with which they interact. Madden NFL 10 was the first version of Madden to introduce self-shadowing, but the implemented technology was not without problems. On Madden NFL 11 we reworked our self-shadow system, resulting in a dramatic improvement in shadow fidelity. Compare the shadow quality of the two images below, particularly paying attention to the shadows falling below the featured character's arms onto his chest and the shadows cast from the railing onto the stairs. The shadows in the Madden NFL 10 image (left) have a jagged quality. This effect is heightened when seen with movement: the frame-by-frame redrawing of the jagged shadows produces a distracting shimmering effect. By revisiting our shadow tech in Madden NFL 11 we were able to significantly smooth out the shadows, minimizing visual distraction. This quality upgrade is visible in the image on the right and is even more dramatically discernable when playing the game.

A comparison of self-shadow quality from Madden NFL 10 (left) vs. Madden NFL 11 (right)
The following comparison screenshot from Madden NFL 11 featuring Jets Coach Rex Ryan further demonstrates how our upgraded self-shadowing implementation contributes to the improved overall appearance of Madden NFL 11. In the image on the left, Ryan's hat appears ungrounded due to the lack of self-shadowing. In contrast, notice how the hat in the image on the right blocks the sunlight, casting a shadow across Ryan's face. The hat now feels as if it is resting solidly on Ryan's head. Additionally, compare the difference in the quality of the shadows cast from the respective headsets.

Rex Ryan watching game play, as portrayed in Madden NFL 10 (left) and in Madden NFL 11 (right)
Madden NFL 11 is the first version of the game to bring self-shadowing to games played at night and in dome stadiums. Seeing the shadows fall from player to player results in the characters appearing weightier and grounded, and helps integrate the players with their surroundings.
The comparison below demonstrates how self-shadowing in night and dome games contributes to increased realism in Madden NFL 11. The left image from Madden NFL 10 has no self-shadows and consequently feels ungrounded, while the self-shadowing in the image from Madden NFL 11 (right) facilitates an increased appearance of interactivity between the players. In game, this allows the action to feel more dynamic, more alive.

A screenshot from a night game in Madden NFL 10, lacking self-shadows (left), vs. a night shot from Madden NFL 11, displaying our new self-shadow technique (right)
Daytime Lighting
Our approach to daytime lighting changed dramatically for Madden NFL 11. Again, we pushed for increased broadcast fidelity.
Let's revisit the concept of clipping. As stated previously, clipping occurs when tonal values in an image fall outside of the range available to the medium. In a typical digital image with an eight bit color depth, the artist is working with a value range of 0-255 for each of the three color channels. When values in any of the channels exceed 255, they are interpreted as 255, the maximum brightness available. This causes the bright areas to appear "flat" or even in value. If the clipping occurs in all three color channels, the clipped area will be solid white. We are accustomed to seeing this effect in photographs, movies and broadcast - our eyes simply read it as "bright."
Examine the white areas in the broadcast screenshot on the left side of the side-by-side comparison below. The players are shot in direct sunlight. Notice how the missing color information on the uniforms produces contiguous white areas. Now compare the image from Madden 10 on the right, which also portrays the players in direct sunlight. Because the shading detail is retained on the white uniforms, the screenshot doesn't feel as bright as the photograph.

A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 10 (right)
Now look at a similar comparison using a screenshot from Madden NFL 11 (below, right). Here we pushed the bright values much higher, leading to a clipping effect similar to what we see in the reference photo. Because we see less detail in the brightest areas of the player's uniform, we feel as if we are looking at a player shot in direct sunlight. As an added benefit of this approach, the player now "pops off the screen" and is easier for our eyes to follow during game play.

A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 11 (right)
Overall, our goal for Madden NFL 11 lighting was to push contrast, heighten realism, and integrate some of the distinguishing characteristics of broadcast to create a more dramatic visual statement and highly immersive game play. We hope you derive as much enjoyment from playing the game as we experienced creating it.
Patrick Cowan
Lighter
EA Tiburon

Donny Moore, Madden NFL ratings guru brings you the ups and down you'll see in this year's game. To discuss rosters and ratings, visit the Madden NFL forum here.

The Madden team couldn’t be happier with how the community and press have responded to the features we’ve announced for Madden NFL 11 so far. GameFlow, Game Planning, Locomotion, Dual Stick Control, improved offensive line play and blocking, the addition of Gus Johnson- everything we’ve done to the game was to make Madden NFL 11 more authentic, more responsive, and deeper than ever before. So, thanks to all of you who have helped validate this direction and continued to show your support for the franchise. We’re all getting ready for E3 and are looking forward to announcing yet another major feature- this time for online. So, tune into GTTV’s E3 All Access Special on Spike, tonight June 11th, at 11:00 PM EST, hosted by Geoff Keighley and Supermodel Marisa Miller to get the inside scoop.
In the meantime, we’d like to address some areas of the game that we know are hot on many of your radars, specifically the Franchise and SuperStar modes. Last year we delivered Online Franchise and while it was received very well by community and press, the usage was among the lowest for any of our gameplay modes. What this said to us was that Franchise mode as whole needed more than just a new access point, it needed a complete refresh. As most of you know, Franchise mode debuted in Madden NFL 99 on PlayStation, and since then, we’ve been adding on layers and layers of code each year to make it the most authentic experience possible. As console technology has evolved, it’s become increasingly more difficult to evolve the mode in-kind, since we are handcuffed by the limitations of the code from so many years in the past. To re-write Franchise mode to take full advantage of the PS3 and Xbox 360 would take well over a year to do, which is why we’ve taken the approach we have up until now. With that in mind, we made the decision to focus this year’s development on making the core areas of Madden NFL better, namely the AI, animations, playcall, and online play. While that meant not making any major overhauls to Franchise or SuperStar, we were still able to make some notable improvements while we prepare for the future. Specifically, we improved franchise stats (especially season rushing yards and season sacks), in-game injuries, Super Bowl presentation, NCAA Draft Class tuning, and we even completely re-created over 8000 players in 32 draft classes. We also added the new Meadowlands Stadium as the 2014 Super Bowl site. However, the biggest addition to Franchise mode this year is Game Planning. This year you have the ability to create a new Game Plan for every game in Franchise if you choose to do so. If you’re playing the Colts or Saints, you can focus your defensive Game Plan around Manning or Brees. If you’re playing a team with a great secondary like the Eagles, you can focus your Game Plan more around running the ball. You can save off a separate Game Plan for every opponent you face and if they add new players after year one, you can go back and edit that Game Plan to account for those changes. This new feature allows you to be the coach that you always wanted to be.
We feel great about where we’ve taken the foundation of Madden NFL and are ready to refocus on building Franchise and SuperStar from the ground up. We have already assembled a team fully dedicated on setting the vision for what Franchise and SuperStar modes can and should be in the future. Since we are starting with a clean canvas heading into Madden NFL 12, we want the community to help us shape our direction- starting NOW. Let us know what you’d like to see in Madden career modes in the future. We’re not just looking for small add-ons either. We want your big ideas. What would revolutionize career modes in your opinion?
Hey Madden fans, my name is Mike Scantlebury, and I'm here today to hit you with some info about changes we've made in regards to blocking for Madden NFL 11. For those of you that don't know me, I am a designer on the Gameplay Team here at Tiburon. I've worked in gameplay, focused primarily on tuning and realism, for over 5 years (working on the PS2/Xbox generation until last year). This year the task of creating designs to improve run blocking was delegated to me, and through a collaborative effort between several engineers and designers on my team, we were able to design and implement totally new run blocking logic into the game...and there's no denying it makes a HUGE difference.
The new Run Blocking AI will open up more running lanes and allow users to establish a true ground attack like we see proficient running teams do on Sunday. It all starts with blocking, without blocking the greatest running backs of all time would not be able to put up such huge numbers. There are obviously many different run blocking schemes out there, so we decided that we wanted to really focus on the core run plays that are the true staple of the majority of NFL offenses.
As we started planning out the changes to make to run blocking In Madden NFL 11, we just focused on creating the true run blocking schemes exactly as they are drawn up in real life. No reason to try and make a video-gamey version of it - it needed to be the real thing. It definitely took a lot of tuning to get the matchups right versus the many defensive fronts in football, but we have done it. The very first thing we had to do was really lay down the law. What I mean by this is that blockers had to be given realistic rules for who they are going to target depending on what type of run it is. We had to devise rules for each run blocker individually, starting from the play-side Tight End to the back-side Tight End, and all the Linemen in between. These rules also had to work in the situations where there was no Tight End, had to affect blockers in the backfield, and had to work whether you had a fullback to lead block or if you were running out of a Singleback formation. These realistic blocking matchup rules have stood the test of time in football at every level of play, from Pee Wee to professional. So we set out to implement these timeless rules into our football game. Daniel White (who from here forward I will refer to as the greatest software engineer of all time) was able to take the rules that I laid out and actually code them into the game. The result? Better overall run blocking, bigger holes for ball carriers to run through, and more realistic running lanes created by smarter offensive players. Let's look at specific improvement made to the different runs in our game.
Power O - This run is the staple of several professional football teams. Now this run has been in the game for the last several years but the play has never run the way it was intended to. As a matter of fact you could say the matchups were sort of backwards. You see Power O stands for Power Off Tackle, this is an off tackle run that is designed to go through the C gap (gap between the Offensive Tackle and Tight End). In the previous years, I bet you have always been forced to bounce the run wide Why? Well for starters the play-side Defensive Tackle was often left for the pulling Lineman to pick up like you were running an Inside Trap run. This is Power Off Tackle not an inside Trap.
In Madden NFL 11 you will see the play-side defensive tackle get a double team by the play-side Offensive Guard and Offensive Tackle. This double team is critical for 2 reasons (1) It addresses the main threat at the point of attack (2) It opens a bigger running lane for the blockers and ball carrier to go through. On Power Off Tackle runs the pulling guard is supposed to lead through the C Gap and look to seal inside, and versus most fronts he'll end up blocking the Mike (middle linebacker). If there is a fullback he will also lead the HB through the C gap then look to block the first defender he sees coming from the play-side. Now you might be saying "what about the backside linebacker?" Well my friend remember that double I told you about that was going to happen to the play-side DT? A lineman will move off that block double team block and pick up that backside LB. The pulling guard and fullback usher the running back right through that C-gap and let him make his way up to the safeties.
Taking the run through the C Gap makes the run a much quicker hitting run play than if you were to take it outside of the Tight End. Now to be clear you can't have a ‘Power' running game with just any team, especially if you are going to make Power O the staple of your running game. To have a running attack you need to have at least a respectable run blocking offensive line but to make Power O a staple a good run blocking Tight End is absolutely critical. Without that, defensive ends and outside linebackers alike will kill your off tackle run before it even gets started. So make sure your personnel suits your running attack
HB Counter - Now this run always fits perfectly into a power running game. It sets those aggressive defenders up to think that the run is going in one direction then bam before they know it the running back is going by them in the opposite direction. Now counters have been in our game even longer than Power Os but the design of counters in our game have been quite different from how they are executed in real life, which obviously led to them being relatively ineffective most of the time. The first piece of this actually goes beyond blocking. It all starts with defensive reaction. Defenders in the box now have a more deliberate reaction when they see that initial fake by the running back. Thanks to our new locomotion system (explained in detail here), it only takes a step or two in the wrong direction for a counter to be run with maximum efficiency.
So now let's talk about the blocking. In years past the blocking for a counter was pretty much the same as a Power O run in the opposite direction. For Madden NFL 11, you will see these 3 key differences (1) Both guards pull on counter runs, the first guard kicks out the EMLOS (End Man on Line of Scrimmage) and the second guard leads through the hole looking to seal inside (which usually means he gets the Mike) (2) When running the counter to the weak side of the formation the play-side offensive tackle will immediately go to the second level and block the play-side Linebacker (3) On most plays with a fullback, the fullback will go to the side of the fake.
Having both guards pull had an immediate impact on the effectiveness of the run. The defense could have a very good run stopping defensive end that could easily beat your offensive tackle trying to block him head up, but with counter blocking that destructive end will often get kicked out by the first pulling guard which is a much easier blocking assignment. That offensive tackle that no longer has to worry about that destructive defensive end can now go right up to the second level and pick up the play-side linebacker. Now the last key difference will also impact user controlled defenders. When you as a user see that fullback charging towards the strong-side they will probably immediately think Power O, which is exactly what you want them to think. A small misstep on the part of the user controlled defender can result in big yardage for the ball carrier.
HB Stretch - Stretch runs incorporate zone blocking which has become increasingly popular on the Pro and Collegiate levels over the last several years. You see teams abandoning the Power Run game in order to employ more zone blocking schemes into their ground attack. The beauty of zone blocking is that it incorporates as many double teams as possible. This makes it a lot easier for the ballcarrier to make it to the outside, because even a good run stopping defender that has outside containment responsibility will have to beat a double team block (which is no easy task) in order to blow the play up in the backfield.
Stretch runs have a longer handoff than other run plays to give the play time to develop, and during that time you're going to see multiple double team blocks. What you are also going to see is linemen or tight ends moving off of the double team blocks and going up to the second level picking aggressively pursuing linebackers. Last year you would often see the wrong blocker coming off the double team to pursue the linebacker, so what you would end up with a lot of the time was a big lineman chasing behind a linebacker with no chance of making that block. In Madden NFL 11, you will see the appropriate blocker in the double team coming off to make the block, often times sealing up a nice big run lane for you to scoot through.
Versus a 4 man front, the play-side offensive tackle and tight end will double that play side defensive end, then the tight end will work his way up to the play-side linebacker and try to cut him off from getting to the outside. Now this is not always the behavior, if the linebacker decides that he is going to shoot the C gap instead of going to the outside then the offensive tackle will be the one to pick him up, so don't worry we got you covered in that regard.
Having the appropriate player come off of the double team has another awesome benefit and that is more running lanes for the ball carrier to choose from. With zone blocking the ball carrier chooses his lane as the play develops. The run is designed to go wide to the outside but you never know how the defensive is going to react. If defenders are able to quickly get to the outside than look to the inside for a running lane to go through and if there are no running lanes (because the back side defenders have filled them all) then you could even look the bend the run all the way back in the opposite direction. With the new momentum-centric locomotion system, the feel of a ballcarrier changing lanes in the backfield is smoother and more fun than ever.
Inside Zone - Staying in line with stretch runs, another great run this year is the Inside Zone run. These runs are awesome for many of the same reasons that stretch runs are. To sum it up in two words, double teams. These appropriately placed double teams at the point of attack set up the ballcarrier with a better designed lane than what you would find on the streets of an upscale neighborhood. No litter, no potholes, just a nice wide lane for you to traverse at your leisure. Alright it's not quite that smooth and easy. The lane can get shutdown really quick, the defensive end could beat the block attempt of your offensive tackle or worst yet, the defensive tackle could split that double team so you'd better throw it into high gear and hit that hole with urgency. You never know when there is going to be construction on that road, so make good use of it while it's clear.
Like I said with the stretch runs, new locomotion makes changing lanes smoother than ever before. So if the run is designed to go in the B Gap (between guard and tackle), but you see the hole developing at the C Gap, you don't even have to put on your blinker, just change lanes and hit that hole. Hey you could even take a run going into the B-Gap on the right side and take it all the way to the C-Gap on the left side (though I wouldn't suggest it). I mean it's your run so take it wherever you want, but I'm assuming your no. 1 priority is positive yards so in most cases you probably want to run the play as it's drawn up on the chalk board.
In Madden NFL 11 you will notice that double team blockers come off double team blocks at the appropriate time so you're going to see your run lanes developing, but I have to warn you, Inside Zone is a lot quicker hitting than Stretch runs so you have to make your decisions a lot quicker if you are going to change lanes. If you want to take a zone run in the opposite direction you don't have to bend it all the way back in the opposition direction, you can just call one of excellent Zone Weak run plays. Zone weak runs are the same as inside zone runs but they are aimed at the weak side of the formation (hence the name zone weak). Use these runs to take advantage of the awesome zone blocking going towards the weak side of the formation. These runs are also great for keeping your opponent on their toes.
Well I hope this helps you guys pound the rock in Madden NFL 11. The run blocking has been overhauled to help you, the fan, run the ball like your favorite teams do on Sunday. With core runs all being improved it's going to be interesting to see the various ground attacks that gamers are going to employ into their offense. Some will stick with power runs, hitting you with counters here and there, while others will utilize outside zone blocking schemes and may use inside zone blocking runs as the staple of their run game. There's a lot of good stuff to choose from this year, so make sure to utilize the strengths of your line and mix it up.
Thanks Madden fans - hope you enjoy!
Hey guys, Yuri B. here to talk to you about our brand new online mode, Team Play. For those of you who don't know me, I'm one of the designers on the Madden NFL team here at Tiburon and have been working on different versions of Madden NFL since '08. I know we have released this information already, but I wanted to share with you the thought behind our decision making.
As many of you know, last year we dipped our toes into the online cooperative waters with our Online Co-op feature. While it served its purpose as a good first attempt and taught us some great lessons, it admittedly needed some more polish to really make it special. Naturally, for Online Team Play, we started with our co-op mode and took a long hard look at what worked and what didn't. Once we had a good idea of what we wanted to keep and get rid of, we set out to evolve the mode into something much more fun and compelling.
Getting Started
So first things first, how do you get started? There are a number of ways to start a Team Play game and the Team Play hub contains all of them. The first way is to jump in feet first by selecting the "Quick Team Play Game" option. This option allows you to quickly join a Team Play game with other random Madden users, choose sides and start playing.

The second way to start a game is by using the "Play With Friends" option. Choosing this option will open up your Madden NFL Friends List, which is a new feature this year, and allow you to select up to five of your friends and invite them all at once to your game. You'll also be able to invite and have access to your recent opponents and lobby room users from the same Madden NFL Friends List.

Last but not least, you can start a game is by using a Team Play Lobby room. In the Team Play Lobby you'll have the choice to either enter one of our pre-defined rooms or create one of your own. The ability to create your own room is there so that you and your team of friends can match up with another team of friends. By creating a room with a descriptive name, you can either communicate out the type of team you are or attract the type of team you want to play against. For example, if you and your friends are Packer fans and you're looking for a game, you might call your room "GB team here" to attract a team of Bear fans to play against. Once you have enough people for a game, you can open the Madden Friends List and send an invite to everyone in the lobby room.
Setting Up Your Team and Choosing Squads
Once you've started your Team Play session, you'll need to join a side and begin the set up process. The first user on either side is the Team Captain. The Team Captain is responsible for setting up the team and has control over the team you'll play as, the uniform you'll wear and the playbooks you'll use. The Team Captain will also be the one in charge of making coaching decisions like penalties, injuries and depth chart movements in the game. Your team's captain can be easily identified on the field by the Team Captain patch next to their name. One of the main new components of Team Play, and the first thing you'll be asked to do when joining a side, is to select your squads.

The way squads work is that each team is broken up into three squads on Offense (QB, RB and WR) and three squads on Defense (DL, LB and DB). Each user owns their squad and can only switch between players that belong to that squad. Aside from the three positional squads on both sides of the ball, there's also a fourth "ANY" position, which gives you the versatility to switch between any non-controlled players on the team. Although you can switch around to any open player, the real intent is to encourage you and your teammates to create squad tandems like FB/HB, WR1/WR2 or LE/RE. Squads also come with their own set of responsibilities...
QB Squad - Responsible for play calling on Offense, audibles and Offensive Line shifts
RB Squad - Responsible for hot routing or changing the direction of the running play and sending players in motion
WR Squad - Responsible for hot routing and sending players in motion
DL Squad - Responsible for hot routing and DL Shifts
LB Squad - Responsible for play calling on Defense, audibles, hot routing, LB Shifts and spotlighting receivers
DB Squad - Responsible for hot routing and Coverage Shifts
Unlike the positional squads, the "ANY" position doesn't have any pre-play responsibilities except for the ability to hot route whichever player you're currently controlling. Something else you may have noticed with regards to squad responsibilities, is that play calling is divided up between the QB and the LB squads. This way if you're one of those people who aren't comfortable calling the shots on Defense, you can make the calls on Offense and let someone else call the plays on Defense. Just like a real football team, everyone is responsible for doing their part and you'll need to communicate with each other in order to succeed.
Speaking of communication, you and your teammates will have the ability to talk amongst yourselves using Team Chat, both during setup and in the game, as long as you all have headsets.
In Game
Once you get in game, there are a number of visual aids that we provide for you to make sure that you know what you're supposed to be doing at all times. The first thing you'll notice is the colored player indicator arrow above your head and the heads of your squadmates (the other players that belong to your squad).

These indicators will help you to quickly identify if one of your players is positioned to make a play on the ball so you can switch to them. Your teammates will also have a player indicator arrow over their head that corresponds to their color. Their indicator will only appear for the player they're currently controlling.
Another visual aid that we provide to help you is play art. Typically when playing a single player game, the play art will only appear when you're walking up to the line and then later if you manually bring it up using the "Show Play Art" control. In Online Team Play, we leave the play art on the field for you during the entire play for whichever player you're controlling.

In other words, when playing as a receiver, your route will stay on the field to help you stay on target, consequently on Defense, your zone or man coverage assignment will also stay on the field for as long as the QB has the ball.
One of the areas that we spent the most time testing and improving this year is cameras. For those of you that played Online Co-op last year, you know that the cameras on Defense weren't exactly optimal and often times disorienting when switching from one player to another. This year, we went in and overhauled the entire system. We added new camera logic to keep what you need to see in frame at all times and make the camera behave more intelligently. We also tried a number of different camera perspectives and then playtested each camera type until we had enough data to make informed decisions. In the end, we settled on putting the defensive camera behind the player instead of the traditional view from behind the QB.

Personally, I feel like it makes a huge difference in the way you play Defense. Now the controls on both Offense and Defense are the same...you push up to move your player up the screen. It may take some getting used to for those of you that are traditional Madden players, but trust me; you'll have it down in no time at all.
Squad Accomplishments
Squad Accomplishments are a way to improve your squads and boost their attributes. Each squad has four accomplishments that you can earn by performing well in a single game. Whenever you earn an accomplishment, your squad will be rewarded with attribute boosts that then stay with your squad and are applied anytime you play as that squad in a game.

For instance, if I'm playing as the QB squad and throw for 5 touchdowns and 300 yards, I'll earn the "Air Show" accomplishment which boosts my Awareness, Short Accuracy and Medium Accuracy by 2%. Since I earned that accomplishment, anytime I play as the QB squad in the future, my attributes will be boosted.
So that's pretty much Online Team Play in a nutshell. Make sure that you and your friends get out there on August 10th to buy the game and then take it out for a spin. I guarantee you'll have a blast.
Gus Johnson and authentic game day sounds take you inside the stadium!
Gus Johnson, one of the most electrifying commentators in sports injects his unique energy into the play-by-play call. Well known for his excitable calls during NFL, NCAA college basketball, MMA broadcasts and more, Johnson now joins the 22 year legacy of the Madden NFL franchise that have included play-by-play legends like Pat Summerall, Al Michaels, and Tom Hammond. Cris Collinsworth returns to the two man booth to provide his Emmy winning analysis.
In addition to Gus, Madden NFL 11 recreates the authentic sounds of game day with team specific chants and fight songs, as well as music that you hear each Sunday. Get ready for kickoff with "Crazy Train", celebrate a touchdown with "Rock and Roll Part Two", or get fired up for a big defensive stop with "Thunderstruck" and many more - Madden NFL 11 features some of the most recognized stadium tracks in sports. test