I’ve had a week to spend with Madden 2007 and it’s time for some revisions to my first post (which I knew would be necessary).
First, at least on the PC version, the Fantasy Draft is still available. I am not sure what the whiners are talking about on the Official EA Forums. There’s a lot of references there to missing fantasy drafts, but I found that feature right away when I started a new Franchise.
Second, the game is the best Madden ever. There’s a few new features that are worthwhile, but more than that the gameplay feels so much more fluid and realistic. We’re getting closer to this thing looking like a real NFL game.
Animations
The developers have added a considerable number of new tackling animations. This is particularly evident in the running game. In previous version of Madden, if your runningback got hit anywhere close to head-on by a linebacker he was driven backwards and planted on his behind. That animation was overused and not very in-touch with reality, but now it’s much rarer to encounter in 2007. The new tackling animations are much more realistic and taken into account the momentum of the runningback, often allowing him to gain another yard or two.
Clock
Clock management seems to be more realistic as well. In previous versions of Madden if you played quarters longer than 10 minutes, even with the accelerated game clock, you likely ran up huge yardage stats and giant score totals. I’ve been playing 12 minute quarters in Franchise mode and so far the stats are pretty much what you’d expect from a real NFL game. I’ve tried 10 minute quarters and often end up with less than 80 passing yards in a half.
Option Routes
Another feature that I really like is that so-called “option” routes seem to work a lot better in 2007, at least if you have a reasonably intelligent wide receiver. Playing as the Seahawks I’ve found Darrell Jackson to be incredibly adept at getting open on an option route. With a choice of three routes to run, receivers generally make the smart choice.
Defensive Backs & Shading
Part of what makes the option routes more viable this season is that you can actually see how corners are “shading” the receiver – either trying to stop an inside route, or an outside route. This shading technique – something that is very real in the NFL – makes for a much more detailed passing game. The slant route, which was the bread-and-butter of the 2006 passing game, is no longer the gimme play that it was a year ago thanks to the corners shading inside. But what this does is open up the “out” route on an audible (a route that was a certain interception a year ago and thus completely lost from my playbook). Paying attention to the way the defensive backs are shading your receivers will aid you in reading the defense and figuring out which receiver to throw too, but also helps you to “get on the same page” with your receiver running an option route. If you see the corner shading your receiver inside, there’s a good bet your receiver is going to run the “out” or “up” route on that option play.
Tall Receivers
As noted by a friend of mine who also just picked up his copy of Madden 2007, taller receivers seem to do better in the “jump ball” category. This year’s passing game emulates the real NFL so much better in that area. You can now throw some balls up in tight coverage and if you have a tall receiver against a smaller corner, particularly if your receiver has good hands and high strength, and expect your receiver to make the catch. Likewise, cornerbacks who possess good strength and hands can also make similiar plays.
Lead Blocking
Another new addition to the game gives you the chance to play as a blocker on running plays. This is a pretty neat feature, kind of like “bullet time” in the Matrix movies. You choose a player before the snap of the ball (fullback, lineman, etc.). Once the play starts, with a slight slow-down in the gameplay, you run around and try to block a defender. You have several moves at your disposal – pulling them aside, cutting their legs and the like. Once you make your block the game slows down into super slow-motion, and you automatically switch to the runningback, allowing you to take over before the game speeds back up to normal. If this all sounds complicated it isn’t. It’s incredibly intuitive the way EA has set it up, and many of the variables (slow motion, auto-switch to runningback) can be adjusted in the game’s settings, allowing you to customize the experience to a certain degree.
Screen Plays
The screen play has also been improved, although it’s still got some flaws. Previously, attempting to run a screen play was pretty much a guarenteed turnover or loss of yardage. The way EA has programmed the screen plays in the past they just weren’t worthwhile to run. But this year they work – somewhat. A successful screen play is now a real possibility. The offensive linemen will pull properly and block defenders like they’re supposed to, and your running back can actually make a reception without having to turn around and stop to wait for the ball. He’ll catch it on the run, in other words, which is how you make a screen play work. However, the play isn’t without considerable risk. I’ve had way too many fumbles already trying to run the screen play, as my quarterback doesn’t drop back fast enough before I have to get rid of the football. Thus the “throw” to the runningback becomes a “lateral”. The runningback invariably drops it, the ball gets loose on the ground while the defense recovers it.
To remedy this you have to take control of the quarterback’s dropback manually and try and drop him as quickly as possible before the linemen eat you. The problem with manually controlling the the quarterback is that you don’t want your thumb pressing down on the stick in a backwards motion (which you have to do for the “dropback”) when you throw the ball to the runningback, otherwise you end up with a pass that falls short of its target. So you have to have perfect timing to lift your thumb off the stick/pad before you throw the ball with “touch”. Pull it off and you have a chance to make the screen work, though you still have to hope your linemen block and your runningback doesn’t get caught from behind. All in all the screen works better this year, but the percentage chance of succeeding with it is very small. I’ve ran probably twenty screens so far and less than five have gone for positive yardage, and I’ve lost a few to lateral-fumbles.
The advantage to running the screen in real football is that it causes aggressive defense to think twice about rushing the quarterback with reckless abandon. A successfull screen can ease the pass rush pressure on your quarterback. I can’t say for certain if that correlation exists in Madden 2007, but the one or two times I’ve pulled off a screen play for big yardage it seemed as if the pass rush wasn’t nearly as aggressive the next few plays. So it’s worth pursuing further I think.
Inuries
Another neat feature EA has added this year are sliders for injuries, separating simulated games from played games. This was a neccessary addition. Simulated games in previous versions of Madden had way more injuries that played games. I played through several franchise seasons in the 2006 version of the game and almost never had a player injured, let alone a serious injury. Thankfully you can adjust injuries for played games in 2007 and increase the realism. Penalties still aren’t called very often in played games, but you can adjust those sliders as well to increase the frequency and add some realism. Nothing screams NFL realism like watching a beautiful punt return or long pass get called back because of a phantom holding penalty…
Kick & Punt Returns
Which reminds me – one last note: the kick return and punt return games appear to have been vastly improved. I’ve actually already ran a kickoff return back for a touchdown, and so has the AI against me. Running a kick return back for a touchdown now has a lot more to do with paying attention to blocks and the angles that the players are taking toward you, and finding a running lane somewhere. When playing, every kick return feels like it could be the one you might run back for a score, as opposed to feeling like you have no shot, and that makes all the difference. A kick return should be an opportunity to make a play. It wasn’t in 2006, but it is now.
Conclusion
After a week playing the game I’d say Madden 2007 is without a doubt the best of the Madden games. I’d score it a 95% compared to its predicessors. It looks better and plays better, and this year’s new feature (lead blocking), unlike last year’s new feature (QB vision) doesn’t suck.
If you love Madden get this game. It’s worth every penny.