Madden NFL 11 review

The entire gaming industry’s most bankable constant is that Madden will release on time each year, it’ll sell millions, and it’ll be good enough for critics to scratch their beards and proclaim, sagely, “Yes, good enough.” Annual tweaks to the mechanics typically provide back-of-box copy but don’t fundamentally change the heartbeat of the football simulation. And yet this year’s most obvious change — the GameFlow system, ostensibly the Offensive and Defensive Coordinator calling in plays that you execute — has actually made Madden 11 the most thrilling version we can remember.
However much you enjoyed Maddens past, you can’t deny that each game could devolve into a grind. Even when you were sitting on the couch with a buddy in classic head-to-head, smack talk–laden competition, wading through pages of plays could be a drag. So, it’s no surprise how keeping the focus on the action has fundamentally made the whole experience more fun.
This move hasn’t hurt the game’s depth of detail: each team’s full playbook is still available for you to choose your own play, you can still Ask Madden for his pick, and all the other familiar features remain. The coordinators send plays from a fairly limited selection, and generally, most gamers will stick with that suggestion. It’s not a perfect system, though. A deep route selection when you’re on your opponent’s 15-yard line makes no sense, and GameFlow doesn’t read every situation accurately. (The system uses research from actual play data, like what play the Lions used most often in 3rd-and-long situations.) We did end up calling more timeouts than in past games to pick our own play when the Coordinator’s suggestion was off and none of the audible options felt right. But the GameFlow system is fundamentally sound, and it even offers a few tightly worded tips to help you time your play execution (though the text overlay did occasionally obscure the routes).


The on-field mechanics feel very similar to those in last year’s version; we’re glad EA removed the speed-burst button to refocus the running game on following blockers, using stiff arms, or protecting the ball. As you’d expect, player and coach likenesses are very good. It’s odd, though, that every injury mentioned — regardless of reported damage — shows the player clutching his left side.
The broadcast realism continues apace, with sponsors like Verizon all showing up in the on-screen menu. The introduction of Gus Johnson to the commentary box is a good move, freshening the dialogue alongside Cris Collinsworth (who oddly described 2009 number-one draft pick Matt Stafford as having many years of experience; it was just enough to break the broadcast realism).
Despite a few little glitches and an occasional pause as the game shifts from sideline cutscene back to on-field action, we had more fun playing Madden this year than the last couple. That means diving into Game Planning mode to set our playbook and keeping our favorite team on a franchise journey to excellence should continue for many, many more months to come.

Three-on-Three
Madden’s suite of online features expands further with three-on-three team mode joining franchise mode, head-to-head play, and the also-new Ultimate Team format. On offense, each of the three teammates chooses to be QB, running backs, or wide receivers (or Any, letting you jump around). On defense you control either the defensive linemen, linebackers, or cornerbacks. On the headset with a couple of buddies, this mode works well if you communicate. If you play individually, an organized team will destroy you.
Holding down the A button makes your player move automatically on his route, then you release the button when you’re ready to try to make a play yourself. The teamwork requirement emphasizes not screwing up, and yields a more satisfying reward when you successfully execute a play. When we blew a coverage with our cornerback, leading to a score, it was embarrassing. But a game later, when we leapt and hit Y to make a catch with our wide receiver and waltzed in for a TD, there was major fist-pumping and cheering.
To encourage you to play all the roles, you earn points for set objectives. These points add slight stat boosts to your in-game player, and you can build each position to 100% over time, adding a persistent online element.
This mode is pure trash-talking delight. Whether it’s whining to teammates about busted routes or taking the credit for big wins, Xbox Live will be filled with chatter when fans dive into three-on-three play.
On Xbox 360
+ Easier to pick up and play (and faster pace) than previous Maddens, without losing any strategic depth.
+ Options, choices, persistence for online players.
- A few glitches.
? Would it be too realistic (or too lame) if the coordinators got in your grill for screwing up plays?


9.0
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SINCHI ROCA
June 03, 2011 at 4:58pm
Very good game. I opted not to buy Madden after they took 2K (with their Madden Killer 2K5 football sim) out of the NFL equation (can you say monopoly). However, after almost 7 yrs of not playing a football game I decided to give Madden a try (ouch, part of my principles just left the building). I'm no fan boy (that goes for 2K as well), however, you have to give credit where credit is due. Madden is a good game (8.5 good, not 9.0 but hey its all good). I still miss 2k brand football (mashing the a button to run faster, LOL... loved it). Hopefully EA realizes that competition benefits everyone, and resists the temptation to monopolize the NFL gaming experience. Respectfully, SINCHI ROCA Lets all drop the "Im a bad ass" attitude and just have fun.
















