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    Madden 2007, A overview of sorts

    Tuesday, September 26, 2006, 08:21 PM EST [Madden NFL 2007]

    For those of you who have played the series, you know all of the basics, and I'm not gonna bore you with the all of the stuff that has been in the game for years. Today, we look at what changes there are in Madden 07.

    Among them is a new way to kick field goals, with what I call the kick-o-meter. Basically, you pull back on one of the analog sticks, then let go. Pretty simple, I actually kick better than I ever have, and I struggled with this kick--o-meter on NCAA 07.

    Also, the new blocking controls. I am terrible at it, my blockers tend to completly whiff, but it is a great idea, espically since my lineman tend to go braindead. If you can master the leadblock controls, you could have a crazy good running game.

    Franchise Mode: Training Camp remains the same, except the kicking drill is a bit shorter because with the new meter you kick faster. I still am waiting for a legit offensive lineman drill. (Trench Fight sucks, I can't do jack in that drill) And how does getting by other O-lineman help a O-lineman? Seriously!

    NFL Network mode, basically a fancyier practice mode, nothing special there.

    Superstar mode is a bit different. For one, you don't get to call the plays, which for me has been a bad thing. When your player is on the field, you play him. When he isn't, you can either chose to control the team normally, or let it simulate. The only problem with simulating is that for me my teams are incredibly stupid on offense.

    Back to Franchise, the owner's box has changed 0. You'd think they'd update that, but they haven't. One new thing I like is the "Player Roles" that each player can get. These roles effect almost anything from player attributes, to opponant attributes. No guarantee I get them all, but here is a list of all of the roles. (Many players could apply for mulitple roles, but you only get a max of 2 a player)

    NFL Starter: Pretty straight foward, a player who starts 12 games a year earns the role, gets a 3% value boost as well. But they lose morale if they don't play.

    Injury Prone: If a player's injury rating and toughness rating are low enough, they get this, which lowers their trade value and market value.

    1st Round Pick: 1st rounder expects to play every game by their 3 year in the league, value goes up by 7%

    Fan Favorite: Player has to be 90 overall or better, and be with one team for 5 or more years. Value goes up by 10%, and increases attendance.

    Franchise QB: Player's value goes up by 10%, and his entire offense gets ratings boosts.

    Captain Comeback: QB who gets 10 4th quarter comebacks in their career, value goes up by 6%.

    QB of the Future: Goes to a QB drafted high and is young. Trade value rises, and they expect to start by year 3. (Sadly, this role doesn't go to newly drafted QB's...)

    Game Manager, goes to a QB between 89-81 overall, expects to play 4 games a year.

    Underachiever: Any 1st round pick who's overall is really low. Value drops by 8% and other players lose attributes.

    Fumble Prone: Low carry rating and lots of fumbles make it happen, value drops by 10%, loses carry rating on 3rd down and in the 4th Q.

    Offensive Playmaker: Value goes up by 6%, gets attribute boosts at clutch times.

    Feature back: RB who expects 75% of the carries and to start each game. OL ratings get boost.

    Future Star: Young player who's really good, trade value up 25%.

    Deep Threat: Fast reciever, who needs 3 catches a game. Value up by 4%, QB's rating boosted and DB rating lowered.

    Possession Reciever: Expects average of 2 first downs a game. Value up by 3%, and QB and his ratings increase.

    Go to Guy: Expects a lot, but QB's ratings go up a ton.

    Return Speicalist: Returner gets boosts

    Team Mentor: Young players at the mentors position get boosts.

    Team Captain: Value goes up 1%

    Team Leader: Overall and Morale has to be high. Value up by 5%, younger players get Awareness boost.

    Distraction: Player who's morale is low, Value drops by 8%, team loses some awareness.

    Pass Rusher: Expects 3 sacks a year, OL's attributes get dropped, DB's go up.

    Run Stopper: OL loses ratings, LB's and Safeties get a little better.

    Defensive Playmaker: Value up by 7%, get's boosts in the clutch

    Defensive Enforcer: Expects 10 big hits a year, tackling goes up.

    Shutdown Corner: WR and QB's attributes drop.

    Clutch Kicker: Most make 3 game winning kicks to get role, gets boost in 4th Quarter.

    That's all I think for the roles. Pretty good.

    Free agency during Franchise offseason is a bit better, because teams aren't afraid to get rid of good players. Some great free agents become available through cuts. (I got Peppers, Moss, Levi Jones, and McNair in one offseason)

    Draft kinda sucks. The College All Star game is alright, but you only can work out 8 players, you have to do well with them to learn anything about them. And then most players all you get on them are the 40 time and such. Luckily I copied overalls from NCAA 07 to know who's good at what, but it is a bit of a disadvantage.

    Punts are still almost impossible to actually return, that will probably never change.

    If you liked the past Madden's, you'll like this too. They are good games, I recommend you buy buy buy.

    NEXT VIDEO GAME REVIEW: I might review NHL 07 when I get it...stay tuned.








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