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Madden NFL 09 - Real Football Intelligence
Information
Madden NFL 09
- Developer: Tiburon Entertainment
- Publisher: EA Sports
- Game Rating: E (Everyone)
- Release Date: August 12, 2008
- $59.99 / $19.99: Kmart
- Players: 1 - 4
- Play Modes: SinglePlayer and multi-player
Real Football Intelligence
Celebrating 20 Years of Innovation, Madden NFL 09 delivers its most complete football package ever for the PlayStation 2 and Xbox, combining a more authentic gameplay simulation experience and deeper game modes for the hard core fans with all-new EA SPORTS Family Play, featuring an easy-to-use control system that help rookies master the game. With the new QB Avoidance Stick and new combo moves, plus an enhanced Fantasy Challenge and all-new SuperSim, the franchise takes its next leap in bringing you the ultimate football experience with Madden NFL 09, the most authentic and adaptable
- FUN, ACCESSIBLE FAMILY PLAY — Anybody can dominate the game like a pro with EA SPORTS Family Play. An all-new playcalling system features simplified one-button controls and assisted player movements, making Madden NFL 09 the most accessible football game ever.
- ALL-NEW FRANCHISE SCORING SYSTEM — Earn points at season's end in Franchise mode by accumulating a winning record during the regular and post-season, progressing your players from no-name status to superstar caliber, increasing attendance, drafting elite players, and more.
- NEW SUPERSIM — Take full control over the pace of a game by simulating a single play, a quarter, a half, or an entire game. Take the field or take plays off, it's entirely up to you.
- EARN YOUR STRIPES — Use points earned in practice to improve your skills and overtake players ahead of you on the depth chart, then do whatever it takes to meet your team's expectations by reaching key incentives that are written in your contract.
- ENHANCED FANTASY CHALLENGE — Three new league champions with unique special abilities have joined the fray with one goal in mind: knocking you from your championship run. Defeat each champ in the new Champions Stadium at the end of each league and you will advance to the next tier.
- MOST AUTHENTIC GAMEPLAY EVER — Pull off new combo moves by stringing together multiple actions in succession or direct receivers' routes when scrambling out of the pocket with your quarterback. An enhanced gameplay system also features the QB Avoidance Stick, allowing your quarterback to avoid pressure while in the pocket by quickly scrambling away in four different directions.
Introduction
The long summer lull gamers are used to quickly comes to an end around August. One of those games that traditionally begins the influx of titles gamers look forward to come late summer and into fall is EA's Madden franchise, which is back in full effect this year. Madden NFL 09, 2008's ode to NFL football on videogame consoles, fits like an old glove. Gamers will be familiar with how the game plays and feels, whether you're playing on a next-generation console or sticking with your Playstation2. But as usual, updated team rosters (with their inherent strengths and weaknesses), enhanced graphics, and new in-game features will keep you, the gamer, plenty interested.
Madden's depth is in its execution of real-life playbooks from all of the NFL teams, along with all of the teams' players, strategies and nuances. IGN Guides is here to help Madden newbies get on their feet by explaining the in-game fundamentals that will make any player a winner. Not familiar with the Madden franchise or the game of football itself? Check out the Basics and Football 101 sections for a brief synopsis of the game (double-entendre intentional). Want to get your bearings on the offensive or defensive sides of the ball? Check their respective sections of the guide. And, of course, a section of the guide Madden newbs and veterans alike can appreciate - the in-depth Teams section, which rips apart each NFL team's counterpart in the game, outlining their strengths, weaknesses and key players.
Basics
What Madden game would be complete without an inundation of gaming options? Madden NFL 09 is absolutely no different than its predecessors, and even throws some new options into the mix. Below is a comprehensive list of game modes and other options available in the game with a brief overview of each. Keep in mind that some of the options will open up more options (and so on and so forth) which is represented below as well.
Game Modes
Franchise
This is the reason many people purchase Madden year after year - so you can have the chance to play as your favorite team through many seasons. Once you select this option, you are asked to load a franchise or begin a new one.
Fantasy Challenge
Madden NFL 09 introduces the series' newest option - the Fantasy Challenge. This mode takes advantage of the fantasy football craze sweeping the nation, allowing you to draft a team of your own choosing and following them through various leagues of varying competitiveness. If you are pick the next star or have gut instincts on certain players or moves, this is definitely a mode for you. It adds incredible depth to a game that already has incredible depth in its Franchise and NFL Superstar modes alone.This is a mode you want to explore if you want to unlock everything in the game, including the very team you decided to take to the top.
NFL Superstar
If you ever imagined playing as just one particular player, a player which you create and control the ultimate destiny of, than this feature is what you want to explore. You can literally pick any position, create a player at that position, and then play only as him in-game, without even calling any of the plays on your team's behalf. This can be on the offensive and defensive side of the ball. But you not only control the player on the field, but also off the field as well. Madden veterans will be more familiar with this style of deep gameplay. If you cultivated a player in EA's NCAA Football 09, you can import that character into the world of Madden.
Tournament
You can create unorthodox, un-NFL styles of play here by creating tournaments of varying "types." More akin to World Cup soccer or something of that nature, these tournaments are completely customizable and oddly enjoyable. Definitely check this option out when Franchise mode or playing against your friends has given you enough for one day.
Mini Games
You can run some random drills with various teams. For the hardcore football fan only there is little enjoyment in these situations, many of which you regularly find during any given in-game situation. However, the more you do here the more you can unlock, so if you are a completionist, as so many of us are, you can spend extra time here.
Football 101
Positions
One of the most confusing parts of the game of football is learning all of the positions on both the offensive and defensive sides of the ball, and knowing exactly what that person does. Below is a grid of the offensive and defensive (and the often-overlooked special teams) positions and a brief overview of what each position does/is expected to do.
Offense
- C (Center) - Hikes the ball to the quarterback on each play, blocks defensive linemen, opens up holes for the running game, ensures against blitzes and pass blocking.
- FB (Full Back) - A running back (RB) who is used primarily to block for the half back, and is also used to sometimes run the ball.
- HB (Half Back) - A running back (RB) who is used primarily for running plays, though he can also block.
- LG (Left Guard) - An offensive lineman to the left of the center who blocks, creates holes, and ensures against the pass block and blitz when applicable.
- LT (Left Tackle) - An offensive lineman on the left side of the line who is more mobile than a guard. Blocks, but has more movement.
- QB (Quarterback) - The "captain" of all offensive plays. Hands off the ball, throws the ball, runs the ball... everything is done through him.
- RG (Right Guard) - An offensive lineman to the right of the center who blocks, creates holes, and ensures against the pass block and blitz when applicable.
- RT (Right Tackle) - An offensive lineman on the right side of the line who is more mobile than a guard. Blocks, but has more movement.
- TE (Tight End) - A versatile player who can catch passes, block
- WR (Wide Receiver) - Wide receivers (of varying varieties) are the primary receivers of thrown balls by the quarterback.
Defense
- FS (Free Safety) - A pass defense specialist who is versatile enough that he can be used against the run as necessary.
- LCB (Left Cornerback) - Speedy runners who keep up with the wide receiver's motions and spoil any pass attempts to the man they cover.
- LDE (Left Defensive End) - A more mobile version of the defensive tackle who blocks passes, closes holes, and blitzes. Also a more eligible tackler.
- LDT (Left Defensive Tackle) - Does battle with the offensive lineman, tries to get to the quarterback, close holes, and block passes, amongst other things.
- MLB (Middle Linebacker) - The most versatile "tight end-like" player who sits amid the weakside and strongside and is effective against the run and the pass.
- RCB (Right Cornerback) - Speedy runners who keep up with the wide receiver's motions and spoil any pass attempts to the man they cover.
- RDE (Right Defensive End) - A more mobile version of the defensive tackle who blocks passes, closes holes, and blitzes. Also a more eligible tackler.
- RDT (Right Defensive Tackle) - Does battle with the offensive lineman, tries to get to the quarterback, close holes, and block passes, amongst other things.
- SLB (Strongside Linebacker) - Versatile, defensive version of the tight end who plays defensive roles in both the run and pass defense.
- SS (Strong Safety) - A run defense specialist who is versatile enough that he can be used against the pass as necessary.
- WLB (Weakside Linebacker) - Versatile, defensive version of the tight end who plays defensive roles in both the run and pass defense.
Special Teams
- K (Kicker) - Responsible for extra point and field goal attempts, as well as kickoffs.
- P (Punter) - Responsible for all punting.
Offense
Passing
The offensive side of football is almost always the most enjoyable aspect of playing football to many Madden players, and takes the most skill to execute properly. While it is easy to run blitzes out of a 3-4 defense all day and all night, it takes more know-how to execute plays out of your team's versatile play book on offense, because you have to keep the defense on its toes, exploit its weaknesses, and above all else, mix up the pass and the run. Only by combining these three aspects you net positive yardage in your drive towards the end zone.
But it is not easy. Understanding your play book can, at times, be hard enough. Reading the defense, playing properly under extreme pressure and improvising broken or well-covered plays is truly the name of the game.
Passing the ball is a lot more fun then say running the ball on every down. But the passing game should not be overused.
Try Disguising the Play
If you want to keep the defense on their toes and want them to expect a running play, going into the shotgun formation play book is probably not a good idea. Instead, do something more ambiguous, like lining up in the Singleback formation, or better yet, the I-formation, which suggests to the defense that you are going to run the ball.
Throw It Away or Scramble!
Good defensive coverage can eliminate any throwing options a quarterback has, and when 300 pound defensive linemen are barely being held at bay by your hard-working offensive line, things look especially dire. Do not be afraid to leave the pocket and throw the ball away - just make sure not to intentionally ground the ball or do anything else that may result in negative yards. Some quarterbacks are good candidates for scrambling for some positive yardage when a pass play does not go as intended. Just try to run out of bounds, take a light hit, or slide if some big defenders are coming your way.
Read the Routes
Unless you tell a player otherwise (or are controlling another player, like a wide receiver), players who are expected to run routes do so effectively. Therefore, it is a good idea to examine player routes both in the play book and again on the field to ensure that you know where to expect players to be at certain times, hence increasing your rate of success when chucking a ball their way and hoping for a reception. Knowing when a player is going to cut, screen, and streak is vital when you need to deliver the ball to them before anything ever really happens.
Have "Plan A"
When you are using the pass game, you have options. It is not as fundamentally simple as handing the ball off to your running back and hoping for the best. You can have two, three, four, five, even six options when throwing the ball, and you need to utilize them all. But when you choose the play, have "plan A" in your head, the one player you look to throw the ball to before you consider any other options. This particular plan might involve your must trustworthy and talented wide receiver, or use a route that you know stumps the defense. If your first plan is exhausted, you can then look around the field for other open and eligible receivers. But remember, you have to be quick.
Interceptions Happen
The best quarterbacks of all time throw interceptions on a fairly regular basis. Sometimes it is not the quarterback's fault. If an interception happens, playing defense is obviously your first priority. Make sure that if the defense flips the script on you like this that you are prepared.
Rushing
There are teams in the NFL that choose to run the ball almost exclusively, giving their quarterback something like 10-15 attempts per game. The running game is an integral and highly vital part of the game, and there are better ways to do it than others.
The Defense Will Probably Know
The defense may know when you are going to run the ball. You can throw them off ever-so-slightly by running a play from shotgun that involves the so-called pounding of the rock, but running the ball effectively relies less on deception and more on old-fashioned grit. The running game is, fundamentally, more about smaller, consistent gains as opposed to game-shaking 50 yard gains.
Fourth Downs
A fourth down is your last shot to attain the first down or score. It is really that simple. Anything beyond your opponent's 40 yard line on fourth down should equate to instant consideration of a field goal, depending on the strength of your kicker. Behind that, more toward the center of the field, and definitely in your own defensive end, you should punt the ball away, without question, on fourth downs. There are three exceptions to this rule
- fourth and inches plays, or fourth and one plays, are extremely tempting and are attempted more in Madden than you would ever find in the real NFL.
- You are down with little time left and you need to score now.
- A wild card situation, whether you are so close to the end zone that you want to go for the touchdown, or you are in an awkward area of the field where it makes no sense to punt or kick a field goal.
Fake Field Goals & Punts
Fake field goals and fake punts are seldom used in the real NFL and are hard to execute in Madden, so unless you are playing against a friend or feel like doing something new and unique, stay away from the tempting fake punt and fake field goal plays. They almost certainly fail and leave your opponent with excellent field position when they take the ball over. As far as returning punts and field goals, which is technically on the offensive side of the ball, have the same mentality as we suggested you should have in the running game. Use all of the tricks and abilities granted to you to gain as much positive yardage as possible. Nothing is more satisfying than running a punt or kickoff back for a touchdown - do not overlook these unique special teams circumstances to create some monster offense on your team.
Defense
Most times, a running play will be employed on first down situations, though this is hardly always the case. Many players of Madden employs the 4-3 formation almost exclusively because it covers both the run and the pass. This is not necessarily a bad idea, though it can be easily exploited, which is why you need to know when the opposing team on offense might be attempting to flip the script a little bit on you to exploit your formations.If you are expecting the run or do not know what to expect, especially on first down, blitzing with the 4-3 formation is not a bad idea at all.
Dime and Nickel formations are designed primarily for pass coverage, though there are viable ways to stop the run with both formations as well. Familiarizing yourself with your playbook is a sure way to know off the top of your head what formation and/or play fits into certain situations. 3rd and 20 running a Dime play is a pretty sure shot since you know they are probably gonna pass. On the other hand, if it is 2nd and Goal, stack your players on the goal line with a goal line formation, which is your best protection against the run.
the 4-3, and we suggest blitzing on every play, too. This is not a realistic approach to football and would get torn apart in real life by real teams and real coaches, but the CPU teams and coaches do not think like their human counterparts. They can adjust to your play calling and predict what you are going to do, but 4-3 coverages are so effective against both offensive options, especially the pass, that it is probably going to be your main workhorse on the defensive side of the ball. As far as the blitz is concerned, blitzing constantly puts a sort of perpetual stress on the offensive line and especially on the opposing team's quarterback, forcing him to rush to make a throw.
If they choose to run the ball, there is a chance that blitzing corners, for instance, can take the back down for a loss of yards. It is all a risk, though, because 4-3 blitzes will dedicate your defense to a certain course of action that, in certain circumstances, can be used against you for gigantic gains. It is more a formation of momentum, so you need to learn to use the momentum in your favor.
The fun part of playing defense is completely flipping the script on your opponent with game-breaking defensive plays that puts your team back on the offensive side of the ball. You have full control over stripping balls from your opponent's clutches, or scooping a ball from midair right before it strikes the receivers hands. While these things happen randomly and automatically at times, by controlling these players in said situations, you can catalyze events that would make them happen more often. And naturally, that benefits you and your team.
Interceptions are more straight-forward in that once you intercept a ball, you simply want to run towards the other endzone, hopefully scoring, but at least getting some positive yardage for your offense to work with. Controlling a fumbled ball is a horse of a different color, since you must first gain control of the ball before you can do anything with it. In most cases, it is more conducive to your cause to simply jump on the ball, downing it and securing possession for your team, rather than trying to pick up the oddly-shaped ball, gaining possession, and going some extra yards. Of course, the situations differ as they come at you, but this is a general rule. Interceptions almost always net you some positive yards. Fumbles will simply give you possession.
Teams
NFC West
- Arizona Cardinals
- St. Louis Rams
- San Francisco 49ers
- Seattle Seahawks
NFC North
- Chicago Bears
- Detroit Lions
- Green Bay Packers
- Minnesota Vikings
NFC South
- Atlanta Falcons
- Carolina Panthers
- New Orleans Saints
- Tampa Bay Buccaneers
NFC East
- Dallas Cowboys
- NY Giants
- Philadelphia Eagles
- Washington Redskins
AFC West
- Denver Broncos
- Kansas City Chiefs
- Oakland Raiders
- San Diego Chargers
NFC North
- Baltimore Ravens
- Cincinatti Bengals
- Cleveland Browns
- Pittsburgh Steelers
NFC South
- Houston Texans
- Indianapolis Colts
- Jacksonville Jaguars
- Tennessee Titans
NFC East
- Buffalo Bills
- Miami Dolphins
- New England Patriots
- NY Jets