Presentation[edit]
- The NFL on CBS commentary crew of Jim Nantz and Phil Simms take the role as game announcers in the game.
- Nantz and Simms appear in an in-booth cutscene prior to the game, including stadium-specific backgrounds.
- EA introduced 200+ new cutscenes between plays, games, etc. The cutscenes are inspired by different TV presentations, and were overhauled for dramatic effect.
- There is no halftime show, instead being replaced by a stats overlay.
- The game contains all the new Nike home/away uniforms, including alternates on the disc. Additional uniforms were unlockable by code as they were released in real life.
- Lighting changes based on the time of day occur per play instead of just at quarter breaks.
- Madden NFL 13 features the improved high dynamic range lighting and motion blur of NCAA Football 13.
- Ray Lewis appears in the introduction that features his real-life moments and shots taken from the game.[12]
Passing Game[edit]
- EA Sports improved the left-analog stick passing controls so that the player can place the ball on a receiver's back shoulder, out toward the sideline, etc. where only the receiver can receive it.
- New pass trajectories and ball speeds open up even more areas of the field for passing game.
- New pass animations speed up the time in which quarterbacks get rid of the ball, including a new shovel pass and specific set-ups for throws on the run.
- Pump fakes are now directed toward specific receivers, occur faster, and contain specific animations when performed outside of the pocket.
- Like NCAA 13, Madden features more than 20 new quarterback dropbacks, including those for 1/3/5/7-step variations, screens, and plays with auto-pump fake dropbacks.
- To improve the receiving, EA is including more than 430 new catch animations, some of which are fueled in part by the changes made to the left-analog passing stick. EA Tiburon says it also wants to make user catches easier to do by slowing down players when they select a receiver.
- The quarterbacks have new moves for avoiding the pass rush. A slowed down pocket speed gives the player more control when trying to avoid getting sacked.
- EA tweaked play-action to include an abort command that cancels the animation for those situations where a defender is barreling in unabated. The play-action also unravels faster in general. Running backs should be better in blocking after the fake (as well as release for passes) and defenders would be faked out more by play-action.
- Receivers have timing windows in their routes. When they expect the ball they'll turn their head to the quarterback. Until this time, their passing icons are grayed out. Passing to a receiver who wasn't expecting the ball often resulted in an incompletion. However, receivers would sometimes look for the ball earlier if the cornerback across the line of scrimmage blitzes or the receiver beats the jam at the line.
AI[edit]
- Neither receivers nor defensive backs react to a ball unless they are expecting it (like in the case of a quick slant for receivers) or they have their heads turned and are looking at it.
- Defenses line-up opposite receivers in a best-on-best designation. This prevents the linebacker from matching up against an elite wide receiver lined up in the slot, for instance.
- Defenses disguise their man or zone coverage before the snap so offenses can't try to use motion to uncover the defense's plans.
- Defenders use different coverage techniques such as off coverage (where they start seven or so yards off the line of scrimmage and attempt to read the ball), trail techniques (including hand fighting), and split techniques (where the linebacker stands between the tight end and slot receiver).
- New animations allow for simultaneous tackles while the ball is being caught (including being able to knock out the ball in mid-air), and in general the development team says it's been working on the interplay between players while the ball is in the air.
- EA promises enhanced AI playcalling for two-minute drill, goal line, clock draining, and red zone situations.
- New Infinity Engine improves tackle animations and the outcome of player interactions including a balance system.
Audio[edit]
- Over 82 hours of commentary from Nantz and Simms, to keep the audio new and different each time, with over 9,000 unique lines. Most of the lines are ad-libbed and Nantz and Simms regularly have interactions and comment on what is actually happening on the field.
- A new "Madden NFL 13 Theme", composed by Colin O'Malley, to be played at the beginning of the game as well as variations heard at quarter breaks, halftime, and postgame. In addition, an approx. 15-16 track, fully orchestrated soundtrack, also composed by O'Malley, replaced EA Trax for the music on the menu screens and other game modes.
- Partnership with NFL Films to get exclusive sound clips, such as QB cadences, hits/tackles, and group chatter.
- New crowd noise, recorded with 24 microphones, opposed to 4 microphones in previous years.
Other[edit]
- Special teams coverage has been modified to prevent player clustering. EA also integrated cover and lane logic, new formations, and better wedges on returns.
- Madden's control scheme matches the control scheme on NCAA Football series.
- Kinect is now included on the Xbox 360 version.
- The Infinity Engine is not in the Wii U version, Other than that it's the same game.[citation needed]
- Tim Tebow's "Tebowing", Victor Cruz's "Salsa Dance", Rob Gronkowski's "Gronk Spike", and Cam Newton's "Superman taunt" were included in the game.[13]
- Players can now wear the Riddell TK and Wilson F2000 helmets, which do not have facemasks on them.[14]
- Connected Careers: Combines Franchise, Online Franchise, and Superstar modes as well as historic players into one gameplay option. It also removed the option to import draft classes from NCAA Football, do a fantasy draft, play co-operatively on one team during a game or control multiple teams throughout the Connected Career.
Madden NFL 13
SKU: 014633196986
$21.99Price
Out of Stock