lions67
July 11th, 2007, 10:23 AM
All Pro wins in every category!!!
2k recently released a list of 69 unique abilities that will distinguish their 240 legendary athletes. You can view a detailed description of each ability on Gamespot. Looking through the list of abilities, it’s clear that that the feature is very similar in concept to the weapons feature that will make its debut in Madden this year. Sportsgamer breaks down the two features to give you a glimpse of what we can expect this football season.
Depth
This is not simply referring to the number of abilities/weapons (All-Pro wins hands-down with 72 to Madden’s 24); depth also refers to how these abilities interact with one another.
Madden: Madden’s weapons mimic a rock-paper-scissors format; there is a direct counter to many of the weapons featured. For example a “Shutdown Corner” is the direct counter to a “Quick Receiver” and, likewise, a “Quick Receiver” is the direct counter to a “Press Coverage Corner”. While the logic of those counters is clear, it does remove some of the mystery on how to adjust your play against such threats. On the flip side, if you don’t have a player with the appropriate counter weapon, will there still be other effective ways to mitigate the damage? Only time will tell.
All-Pro: The list of All-Pro’s abilities isn’t just long, the abilities seem diverse and well thought out. While some abilities such as “Signal Stealer” (Press X with our QB or defender to try to steal your opponent's plays) mimic Madden Weapons, other Abilities like “Workhorse” (Ball carrier gets better the more he gets the ball) involve more strategy. “Workhorse” can be used to your advantage but, in order to reap the benefits, you must rush the ball early and often. Some abilities, such as Scissor Kick, even give the player access to exclusive moves that others can’t perform. Hopefully some of these abilities aren’t overpowered.
Edge: All-Pro, but it remains to be seen if the weapons/abilities can be effectively countered.
Scope
Madden: So far EA has not made it clear whether any one player can receive more than one weapon. Based on the news that there are a fixed number of players per team that have weapons (ie. Chicago has 14), the implication is that each player can only have one weapon; something that defines him as a player. While that may work for many players, how do you classify a Peyton Manning under such restrictions? Is he a “Smart QB” or an “Accurate QB”? Is Reggie Bush a “Speed” guy or an “Elusive Back”? Regardless, it seems as though the feature only has bearing on the elite players in the NFL. One concern is that, with some teams owning a disproportionate amount of these players, it may lead to the same powerhouse teams being chosen in online play every time.
All-Pro: Because All-Pro Football’s roster is comprised of football legends from which you will create your unique team, every team will likely have a relatively equal share of abilities. Depending on how elite the player is, he may have numerous abilities at his disposal. For every unique combination of players there may be a strategy that specifically makes use of their strengths.
Edge: All-Pro
Concept
Madden: Madden’s inclusion of the weapons feature this year seems a bit strange. Although overall the feature may in fact strengthen the gameplay, a few of the weapons such as “Smart QB” seem contrary to the ideals of a true simulation. Hopefully these don’t have a large impact on what is already a great game. It may have just been better to add new attributes like EA did in NCAA Football this year.
All-Pro: The variety of abilities in All-Pro Football do a good job of defining what the legendary players were famous for. For instance, abilities such as Rocket Arm, 4th Quarter Comeback, and Cadence are all facets of what we associate with a John Elway. In that regard, the feature does not seem gimmicky; it’s vital to the concept of the game.
Edge: All-Pro
Impact on Gameplay
Madden: So far it isn’t clear whether Madden’s weapons will further boost a player’s ability or if they are merely a graphical representation of a player’s underlying stats. For instance, is Larry Johnson a “Power Back” because he has a 93 in his “Break Tackle” attribute or will his new designation make him even more unstoppable? Just the fact that the new weapons will work in tandem with the preexistent stats suggests that the introduction of the weapons probably won’t be a groundbreaking change to the overall gameplay.
All-Pro: In All-Pro, the combination of abilities that each player possesses is the only thing that distinguishes that player from anyone else. There is no numerical rating system to compliment the abilities; for better or for worse.
Edge: All-Pro, but that may or may not be a good thing. Madden’s combination of ratings and weapons probably offer a wider range of player skill levels.
Overall, both titles will probably offer a unique gaming experience. They seem different enough in concept and focus that the avid football gamer will probably purchase both.
2k recently released a list of 69 unique abilities that will distinguish their 240 legendary athletes. You can view a detailed description of each ability on Gamespot. Looking through the list of abilities, it’s clear that that the feature is very similar in concept to the weapons feature that will make its debut in Madden this year. Sportsgamer breaks down the two features to give you a glimpse of what we can expect this football season.
Depth
This is not simply referring to the number of abilities/weapons (All-Pro wins hands-down with 72 to Madden’s 24); depth also refers to how these abilities interact with one another.
Madden: Madden’s weapons mimic a rock-paper-scissors format; there is a direct counter to many of the weapons featured. For example a “Shutdown Corner” is the direct counter to a “Quick Receiver” and, likewise, a “Quick Receiver” is the direct counter to a “Press Coverage Corner”. While the logic of those counters is clear, it does remove some of the mystery on how to adjust your play against such threats. On the flip side, if you don’t have a player with the appropriate counter weapon, will there still be other effective ways to mitigate the damage? Only time will tell.
All-Pro: The list of All-Pro’s abilities isn’t just long, the abilities seem diverse and well thought out. While some abilities such as “Signal Stealer” (Press X with our QB or defender to try to steal your opponent's plays) mimic Madden Weapons, other Abilities like “Workhorse” (Ball carrier gets better the more he gets the ball) involve more strategy. “Workhorse” can be used to your advantage but, in order to reap the benefits, you must rush the ball early and often. Some abilities, such as Scissor Kick, even give the player access to exclusive moves that others can’t perform. Hopefully some of these abilities aren’t overpowered.
Edge: All-Pro, but it remains to be seen if the weapons/abilities can be effectively countered.
Scope
Madden: So far EA has not made it clear whether any one player can receive more than one weapon. Based on the news that there are a fixed number of players per team that have weapons (ie. Chicago has 14), the implication is that each player can only have one weapon; something that defines him as a player. While that may work for many players, how do you classify a Peyton Manning under such restrictions? Is he a “Smart QB” or an “Accurate QB”? Is Reggie Bush a “Speed” guy or an “Elusive Back”? Regardless, it seems as though the feature only has bearing on the elite players in the NFL. One concern is that, with some teams owning a disproportionate amount of these players, it may lead to the same powerhouse teams being chosen in online play every time.
All-Pro: Because All-Pro Football’s roster is comprised of football legends from which you will create your unique team, every team will likely have a relatively equal share of abilities. Depending on how elite the player is, he may have numerous abilities at his disposal. For every unique combination of players there may be a strategy that specifically makes use of their strengths.
Edge: All-Pro
Concept
Madden: Madden’s inclusion of the weapons feature this year seems a bit strange. Although overall the feature may in fact strengthen the gameplay, a few of the weapons such as “Smart QB” seem contrary to the ideals of a true simulation. Hopefully these don’t have a large impact on what is already a great game. It may have just been better to add new attributes like EA did in NCAA Football this year.
All-Pro: The variety of abilities in All-Pro Football do a good job of defining what the legendary players were famous for. For instance, abilities such as Rocket Arm, 4th Quarter Comeback, and Cadence are all facets of what we associate with a John Elway. In that regard, the feature does not seem gimmicky; it’s vital to the concept of the game.
Edge: All-Pro
Impact on Gameplay
Madden: So far it isn’t clear whether Madden’s weapons will further boost a player’s ability or if they are merely a graphical representation of a player’s underlying stats. For instance, is Larry Johnson a “Power Back” because he has a 93 in his “Break Tackle” attribute or will his new designation make him even more unstoppable? Just the fact that the new weapons will work in tandem with the preexistent stats suggests that the introduction of the weapons probably won’t be a groundbreaking change to the overall gameplay.
All-Pro: In All-Pro, the combination of abilities that each player possesses is the only thing that distinguishes that player from anyone else. There is no numerical rating system to compliment the abilities; for better or for worse.
Edge: All-Pro, but that may or may not be a good thing. Madden’s combination of ratings and weapons probably offer a wider range of player skill levels.
Overall, both titles will probably offer a unique gaming experience. They seem different enough in concept and focus that the avid football gamer will probably purchase both.