killgod
OHHHH WHEN THE REDSSSSS
http://xbox360.ign.com/articles/987/987681p1.html
<embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=14270629&downloadURL=http://xbox360movies.ign.com/xbox360/video/article/987/987098/madden10_trl_eaglescowboys552709_flvlowwide.flv&allownetworking="all%"' type='application/x-shockwave-flash' width='433' height='360'></embed><div style='width:433;'><a href='http://xbox360.ign.com/objects/142/14270629.html'>More Madden NFL 10 Info</a></div>
May 28, 2009 - The release of Madden NFL 10 is right around the corner (August 14, 2009) and the development team at Tiburon is hard at work squashing the tiniest of bugs, tweaking every nook and cranny of Madden's gameplay and they're about to reveal an online experience that will totally change the way you play the game of football on your Xbox 360 or PlayStation 3. We were lucky enough to wrestle them away from their development kits to answer a few of our pressing questions. While they were at it they were also kind enough to hook us up with a brand new, two-and-a-half-minute gameplay trailer that you'll find below.
IGN: I know you guys are in crunch right now, what kind of fixes are you implementing to the game in these last several weeks of development?
Ian Cummings, Lead Designer: At this point in the cycle we really lock down the game to make sure that stability is first and foremost in level of importance. Throughout this time, we're all playing tons of games against each other to find the last minute polish and balance issues. This can be anything from cameras, to audio, to gameplay, etc, This time of year is best for us, while everyone is locked out, to play the game in a near final state. We have to ensure that every aspect of the game from fatigue, to run blocking, to skill level settings, to sliders, are tuned to perfection.
http://xbox360.ign.com/dor/objects/.../videos/madden10_trl_eaglescowboys552709.html
IGN: I noticed that EA SPORTS Backtrack is back this year. Has that feature changed at all? Does that mean that the Rewind function is back?
Ian Cummings: We made sure to highlight BackTrack again this year as we knew that it was a feature enjoyed across the board from both the hardcore and casual fan alike. We did quite a bit of tuning to make sure that it showed up in more valid situations as well. Rewind is still in the game, but it is no longer defaulted to on. As you know we spent a lot of time focusing on creating a true immersive broadcast presentation experience this year, so Rewind didn't fit in as it was previously a major part of the post play "flow".
IGN: The look of Madden NFL 10 seems to be a bit different than last year's in terms of lighting. Last year you guys pushed "drama" through saturated blues for cold weather and warm lighting for day games. Has that been lessened a bit or totally removed?
Mike Young, Art Director: Our focus this year was on true broadcast look and feel. This included lighting. We stayed more true to realistic color representation. We do strive to push the look of every time of day and weather condition to be the most beautiful version you would see in real life, so you will still have some nice color correction. We revisited every condition this year.
Overall fields are darker in value and a bit more saturated and players are a bit brighter. This really helps pop them from the background and is more true to real NFL lighting. We also reworked our rim lights (white outline in 09), which was a big complaint last year, and added self shadowing. Self shadowing is the big technical leap that fans will really appreciate. As for drama I think we have found better ways to accomplish this through our revamped presentation. I think our fans will really appreciate this change.
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IGN: Players seem to move with more overall fluidity and gracefulness in Madden NFL 10. How was that accomplished?
Ian Cummings: We spent a lot of time tuning our locomotion and blending systems for Madden NFL 10. We have an end goal of making Madden NFL into an ultimate football simulation experience, so momentum and general player movement is a big part of that. The ball carrier movement system in particular has seen a lot of great changes and improvements, often times based directly on community interaction. This year, unlike any other, we put out videos of prototype animations, moves, and even run cycles to be discussed and critiqued by our community (a href="http://www.youtube.com/watch?v=Kc5_LbF3ApI" target="new">as early as November of last year), which then led to us making changes directly from that feedback. The same can be said about things like route running, line play, QB dropbacks and many other aspects of the game. With any new idea that we wanted to try out, we put our concepts, prototypes, and ideas out there for all to see so we could be sure that we doing the right things to improve the product.
IGN: I know you guys decreased the overall speed of gameplay this year by around 5%. Why do this? Shouldn't the NFL feel as lightning-fast as possible?
Ian Cummings: Decreasing the game speed actually makes Madden NFL 10 more realistic and it matches the play of the NFL more than ever. Just in case fans don't like the slowed down approach, we have added a game speed toggle that anyone can adjust to their liking.
IGN: Can you elaborate on the "Fight for a Fumble" mechanic? How are you going to ensure that it's not an annoyance? Will the first guy to get to a fumble have a slight advantage in the button mashing? There are some Madden NFL fans that have concerns about this mechanic. It has potential to be something cool, so can you please ease the concerns?
Ian Cummings: Based directly on community feedback we added this feature, but there is also the option to turn it off, should it not be something you're enjoying. With Madden NFL 10 we've provide many more options and customization than ever before – from visual items to gameplay items. Fighting for the fumble is also a very special situation, and not something that takes place on every fumble, or even in every game. The first player into the pile does certainly have an advantage, as it wouldn't be realistic otherwise. That said, it is not simply a pure button masher, as skills of the players in the pile are factored in.
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IGN: If you're a diehard Madden NFL fan, what's going to be your favorite part of the new game?
Ian Cummings: The addition of the Pro-Tak Animation Technology and the changes to normalization of the game speed will be the most evident right away. These two changes alone have just made major strides in how the game can feel much more realistic, yet also much more fun (since your actions on the controller all have a very deliberate and finite result).
Phil Frazier, Senior Producer: My favorite part of the game is getting announced at E3 next week so I can't give that away here. Outside of this great new online option, I'd have to say I really enjoy the level of presentation we're providing this year. From a better pre-game experience, to adding suspenseful moments, to better celebrating your victory in the Super Bowl, our presentation has taken a huge step forward. Overall, we're going back to our "it's in the game" roots and delivering an authentic and fun NFL experience.
Mike Young: Cameras. With the addition of depth of field, realistic broadcast angles and framing, the game feels totally different. 90% of the cameras are new so Madden NFL 10 feels like a fresh experience. As for game play enhancements, I love the pocket pressure system. It has changed the way I play the game. I love being able to feel the pressure on the controller, allowing me to watch for receivers to open up while staying safe in the pocket.
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IGN: I'm sure you guys are gearing up for E3, same as we are here at IGN. Can you give us a hint as to what Madden NFL 10 will be revealing at the big show?
Mike Young: I've been focused on getting the last little details ironed out…mostly camera polish. We've added over 500 new cameras to the game this year with over a 100 + new scenes so there is a lot to test.
Phil Frazier: The Madden NFL dev team is working very hard on our E3 demo, trying to make some final adjustments to gameplay and fun factor. This will be our first chance to let a large number of people enjoy our game so we're doing our best to nail the demo. In addition experiencing our new Pro-Tak™ Animation Technology, people will get to see improvements to in-game presentation and our all new show in Franchise Mode - The Extra Point. On top of these features, we'll be announcing the online offerings in Madden NFL 10. Tonight we'll start with an announcement of one of our brand new online features. This is just the beginning though as we'll be announcing our 2nd big online feature at the EA press briefing on June 1st. Both features can be discussed in-detail with our designers during the show.
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