Hello everyone. Well today I captured some video to answer a post over at OperationSports about our implementation of gang tackling (vs. 2k’s).
Here is the youtube vid:
Though I know you guys may get tired of hearing this, here’s where I am genuinely so totally stoked that we have started posting on the forums and can interface directly with you guys. Why? Well, here’s the short (or long) story:
As you may or may not know, I was taken off of gameplay for the past 3+ months to work on some super-secret stuff. This has been great for the forum feedback because I’ve still been involved but I also haven’t been going through the huge crunch (thus allowing me more time to post to you all). So when I wrote the post that our gang tackling implementation was the same as 2k’s, I knew I was right on. But here’s where it starts getting interesting. As soon as you all answered my request for 2k clips that you thought were really impressive, I had to capture something to back up that statement. Well, I sat down today to capture, and I was able to get examples that show we’re doing exactly the same thing (the first 3 in the video). But as I sat down to do this with a fellow designer, we found a few pretty major issues in our gang tackling logic / animations. In the interest of being candid with you guys (and not make just a highlight video), I went ahead and added these problems in my “lowlights” section of the video.
These issues were:
- Defenders slowing / stopping once tackles started (was not fixed correctly from Simon’s initial video)
- Animations not consistently matching (even though I knew we had animation coverage)
- Still an old NaturalMotion gang tackle or two in there
Here’s why I’m so stoked. I am 99% sure that these would have shipped in Madden NFL 09 if LBzrule hadn’t created that post on OS.
So I immediately went down to the gameplay engineers and designers and just sat down trying to figure this stuff out. Two of our best engineers took each problem (Ryan Burnsides on the pursuit problem, VJ LeBlanc on the animation problem), and within like 30 minutes we had figured out the solutions. The player slowing down issue was a legacy problem from when we didn’t have proper gang tackle “coverage”, so Ryan fixed that pretty much right away. The animation matching issue was a series of numbers we were able to tweak - they were the initial degrees of a defender’s position to the ballcarrier that made an animation valid to play.
Hopefully by the end of day tomorrow, I’ll be back with a new video to show you that WE WILL HAVE TRIUMPHED, THANKS TO YOU - THE COMMUNITY! Stay tuned!

GameStop was off a day due to the Memorial Day holiday, here is Madden Monday week 7.
but·ton mash·ing: The act of a gamer repeatedly pressing buttons, often in a random order, in the hopes of achieving a desired result, usually associated with a low rate of success, gnashing of teeth and use of colorful metaphors.
If there were a Webster’s Dictionary of Gaming, you might find find a similar definition for button mashing as listed above. It’s an ancient technique passed down from console generation to console generation. For years, gamers have waited for a more responsive sports game that would alleviate the need for said mashing. Madden NFL 09 could be the game that breaks the cycle. EA SPORTS showed us another part of Madden NFL 09’s vast feature set, the Total Control Animation System. Besides having a catchy name, this new animation system looks to change one fundamental flaw in sports games past: the inability to break out of moves when the one you have initiated clearly isn’t working.
For example, how often have you triggered a spin move to evade a defender, only to have him wrap you up with one hand? You think to yourself, “Hey, I’ll just stiff arm this clown and continue my merry stroll to the end zone.” That’s when the button mashing starts. Result: The whistle hasn’t blown, but you know the play is essentially DEAD. Not anymore. The Total Control Animation System will allow you to branch out of one animation and into another, giving you the ability to perform combo moves even after you’ve been wrapped up. Now, be warned, as Newton’s Third Law of Motion will tell you, for every action there is an equal and opposite reaction. Total animation control applies to both offense and defense. Yes, you can follow-up a half-spin move with a juke and a stiff-arm, but all of this will ultimately extend the play and lead to a higher risk of the ball being stripped. So when you think you’re being sneaky and breaking out of tackles, just remember that the defender may actually be holding you up in an attempt to jar the ball loose.
To become a part of the new, non-button-mashing generation, you should pre-order either the Standard or 20th Anniversary Collector’s Editions of Madden NFL 09, which release August 12th. Remember to come back next Madden Monday for another exclusive sneak peek at Madden NFL 09.
Overall
When it comes to video game animation and quality, I have been told there are 3 factors: Time, Money and Quality, and you can pick any 2 of them. Well, I think this is actually not set in stone because it lacks one crucial factor: The Holy Grail, that is workflow and iteration speed. EA’s animation system is designed to take what used to be weeks and turn it in to a few minutes of turning dials; what used to take us hours (seeing our work in game, or FEELING our animation as dictated by the controls) is now instant and editable. What used to be impossible to tune visually (like transitions), we can now not only tune it but use it to make the game more fun and responsive. These tools give us back time, and time gives us quality. More importantly, we can really quickly “find the fun fast” in our gameplay design.
Simon
It’s been said that people should learn to appreciate the little things in life. The same is also true for Madden football. Madden 09 does not redefine videogame football. It doesn’t take the classic Madden formula and turn it upside down. What it does do is it takes so many of the little things from last year’s game and improves on them exponentially. They aren’t details that can be seen by watching a short gameplay clip or looking at screenshots. They’re the things that you don’t realize about the game until you pick it up and play it for yourself, something that I was lucky enough to do recently at EA Sports’ Tiburon studio. I played several games with a bunch of different teams on a handful of fields and can say with confidence that Madden 09 improves on last year’s impressive effort.The first thing you’ll see when you boot up Madden 09 is the man himself, John Madden. He’s been removed more and more from the Madden football presentation and gameplay over the past few years, but now he’s back delivering introductions to the new Virtual Trainer feature that players can use to acclimate themselves to the flow of this year’s gameplay. There are four challenges that you have the option of completing that will set the mark for your Madden IQ and thus your custom difficulty level (click here to read more about Madden IQ and the Virtual Trainer). There’s rushing defense, rushing offense, passing defense and passing offense.
The rushing offense challenge, which happened to be the first in the set, was also my favorite. It’s essentially a constant stream of defenders with a couple of blockers leading the way. It teaches you how to follow your blockers and the button prompts over the head of your running back help you get a feel for when special moves need to be executed. The difficulty continued to ramp up on me until it felt almost like I was in a fighting game and had to combo moves together. It was all very fluid and would have looked very natural if not for the Tron-like overlay that coats all of the Virtual Trainer action.Moving the ball through the air still needed some tuning in the Virtual Trainer as some of the AI chosen routes were streaks to the back of the endzone. Anyone who has played Madden knows that the chance of completing a long bomb is much less than an out or even a fade route. The developer watching me play said that the team was aware of the bug and it would be fixed in time for release.At the end of the Trainer John pops back up on the screen along with a nifty graphical overlay that gauges your skill level in each of the four areas. That is your My Skill difficulty level. You can use it if you want or you can revert back to the four classic options. At the end of each game you play the same overlay pops up and it will adjust your skill level accordingly. You can then hop into the VT and practice any of the four categories if you so desire. The goal behind the My Skill difficulty is to allow for the player to never mess with the settings manually. No more messing with sliders, no more tuning things to your liking. If the My Skill setting works out, this should all be automated. Note the word “should.”Did I feel that playing through the Virtual Trainer and listening to Madden give his speeches was a waste of time? Surprisingly, no. I was among the skeptics when I first read the news of a cheesy-sounding training simulation, but the introductory style approach when you first start up Madden 09 is a nice change. The challenges are short and fun for the most part and there’s still plenty of time to tune the experience before August.
Let’s get this party started.But you’re not reading this preview for impressions on the gameplay in the training simulator of Madden 09. You want to know about the on-the-field gameplay — what it’s like to run around in front of 70,000 drunken Monday morning quarterbacks. Like I said in the beginning, there are numerous small details that flesh out the presentation beyond anything that we’ve seen from the series prior.The kickoff, for instance, now features a dramatic camera swoop that heightens the excitement just that much more. Flash bulbs are going off in the crowd, which has a nice, hazy depth-of-field effect cast over it that, along with a newly designed dynamic camera system, helps give a greater sense of size to the environment. Before the kicker’s foot makes contact with the ball you’ll notice – if you’re the type to check for the most minute of details – players on the receiving team are no longer in a robotic ready position.
Today we’ve learned of yet another exciting new feature that will be released for the up coming Madden 2009 game due out in early August. This year players will be able to rewind plays, or take them back and do it all over again! Its basically a Mulligan for Madden!
Say you’re playing, and your opposition runs a kick return for a touchdown! Well now you can prevent that and take your chances on defense! With this feature you can improve your game, or cause some unruly riots to break out from doing it to much!
So far we know you’ll be able to select 0, 1, 3, 5, or unlimited rewinds when you begin a match, and you’ll be able to use the new feature on Offense, Defense and Special Teams. You won’t be able to rewind plays online however!

The ActionCam camera angle eliminates times when you think you have a WR open, but don’t know for sure because his route carried him off your screen. In theory this view is pretty cool and it looks amazing. However I’m not sure what to think about the fact that the ActionCam will shake, rock back and forth, and zoom in and out. It sounds like it will give us the most realistic feel to a football game we’ve ever seen. But I have some concerns on how the head to head play will be with an ever evolving camera angle. (One that changes from second to second)
Rest assured that if it makes playing head to head too difficult, we still have the opportunity to go back to the Classic angles that we use today.
I have to admit, checking out the large image on the Gamestop blog really has me itching for Madden 09. It looks really sharp!
The ActionCam camera angle eliminates times when you think you have a WR open, but don’t know for sure because his route carried him off your screen. In theory this view is pretty cool and it looks amazing. However I’m not sure what to think about the fact that the ActionCam will shake, rock back and forth, and zoom in and out. It sounds like it will give us the most realistic feel to a football game we’ve ever seen. But I have some concerns on how the head to head play will be with an ever evolving camera angle. (One that changes from second to second)
Rest assured that if it makes playing head to head too difficult, we still have the opportunity to go back to the Classic angles that we use today.
I have to admit, checking out the large image on the Gamestop blog really has me itching for Madden 09. It looks really sharp!