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Madden 09 Guide

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Madden 09 Guide

Madden 09 Guide


Guides: Madden NFL 09 Guide (Xbox 360)



Offense


Passing

The offensive side of football is almost always the most enjoyable aspect of playing football to many Madden players (even if you've got, for instance, that corner back mentality - interception!), and takes the most skill to execute properly. While it's 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 (and completely unique) 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 will you net positive yardage in your drive towards the end zone.

But it's 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, however. We'll try to give you some guidance so no matter what team you're playing as, you have a general idea of just what to do next.
The Passing Game

There's no doubt about it--passing the ball is a lot more fun then say running the ball on every down. That's simply because, in the grand scheme of things, it's a more interactive way to play the game when you're not actually on the field but rather playing remotely with a videogame controller. But the passing game shouldn't be overused. Keep in mind a few of these suggestions to make your passing game more streamlined, effective, and above all else, neither under-nor-over used.

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 will almost certainly suggest to the defense that you're going to run the ball. But that's not always the case, as you can show the defense by example when their blitzing corners leaves a wide receiver open for a long gain.

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 will look especially dire. Don't 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. While throwing the ball away, even if you're well-behind the line of scrimmage, will result in a return to the previous play's status quo (plus one down), scrambling out of the pocket and attempting to run the ball with your quarterback is another option. It's dangerous because many quarterbacks in the league are beyond fragile and prone to injury, but some quarterbacks are made to run, hit, and be tackled. They are especially good candidates for scrambling towards some positive yardage when a pass play doesn't go as intended. Just try to run out of bounds, take a light hit, or slide if some big defenders are coming your way. After all, you never know when your quarterback's card will be pulled... and scrambling in lieu of throwing the ball away can lead to negative yardage (and hence a sack) too.

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 will do so pretty effectively. Therefore, it's 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, streak, et cetera is vital when you need to deliver the ball to them before anything ever really happens.

Have "Plan A"

When you're using the pass game, you're going to have options. It's 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 will 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 will stump 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! All of this will happen in a matter of seconds, and the pressure of the situation necessitates quick decision making. If "Plan A" falls through, abandon it and immediately think of another solution.

Keep On Trucking!

The quarterback's throwing of the ball to a receiver is really only half of the pass game, because once in the hands of a tight end, wide receiver, running back... whoever... the ball is still live until the player with possession of the ball runs out of bounds or has his knees touch the ground. This means that, aside from forward progress, you can actually lose attained yards by not being quick enough to keep your momentum running forward towards your endzone. Once the ball is caught and you gain control of the ball carrier, immediately think of your next move. Even if you can only gain a yard or two, it's better than nothing. At best, if your receiver was open to begin with, you should have plenty of room to move up-field and get great position for your team. In other words, don't get lax and lazy... get as many yards as you can. A 20 yard pass is great, but when you can add 10 yards to it by running up-field, that becomes a 30 yard pass. And isn't that better?

Interceptions Happen
The best quarterbacks of all time throw interceptions on a fairly regular basis - it's simply part of the game. Many times, it's not even the quarterback's fault, but rather a receiver for missing his route or the defense's fault (like a cornerback) for intuitively knowing where to be to make the pick. It's a team sport, and there are a lot of factors completely out of your hands. If an interception happens (and they will), playing defense is obviously your first priority. Make sure that if the defense flips the script on you like this that you are prepared. Interceptions might hurt enough, but when an interception is combined with a 30 yard gain, that sucks even more. Limit your losses! Also, be especially ready for interceptions when you're throwing into traffic - they seem to be most common when the defensive numbers are high, and hence their probability to grab an interception is mathematically increased.

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. That's fine and dandy (though we don't really recommend it, especially in a game like this one which can be manipulated by constant play variety), but the running game is still an integral and highly vital part of the game, and there are better ways to do it than others.

The Defense Will Probably Know
Or, at best, they'll have a pretty good idea that you're going to run the ball, especially in certain formations. 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 (though they happen often enough). If you're a patient player of the game, shooting off 3, 4 and 5 yard gains will do you well and net you first down after first down. In other words, it doesn't really matter whether or not the defense knows you're coming with the run, because you can still net positive yardage against almost any formation (except maybe some overly-aggressive blitz formations).

Follow Your Blocks

This may seem obvious, but Madden players tend to call a running play and then change it on the fly depending on their mood or preference. Keep a close eye on your play book when you're choosing a play and see where the ball carrier is supposed to go. The book will show where blocks will take place in order to create a hole for positive yardage. Changing your run on the fly will do nothing but injure your chances of getting the maximum amount of yardage possible under most circumstances, and puts your offensive line's hard work to waste. Call a play and stick to it, unless the rare circumstance arises where you simply know that you're not going to gain any yardage or might even lose some if you run the play as is. If this happens, call a timeout, an audible, or simply wing it to the best of your ability.

You Have Some Tools
So use them. When running the ball (and this works in the passing game as well), you can shake off defenders, juke them, pull spin moves on them, push them away, or power right through them. Running the ball is not simply a matter of holding the turbo button down and running through gaps you see on the field. You can manipulate certain gaps and holes by pulling some of the aforementioned moves on the defense. If a defender thinks you're going left, and then you juke right only to go left again, you'll have his momentum heading in the opposite direction long enough that you can sneak by him. This is all about feel and practice, however - the more you run the ball and practice alluding the defenders, the more skilled you will get.

Specialize on Short Yardage Situations
When you only have a yard or two, or even inches to go, the running game is almost always going to be your best friend (throwing a pass play in there, however, is a great way to keep unsuspecting defenses on their toes). Make sure to utilize the veritable plethora of plays in your book to find one that fits the situation best. Usually on inches situations, running straight up the middle does the trick. For short yardage situations of other varieties, consider anything and everything, including pitch and weak side plays that might not get you an incredible amount of yardage, but just enough where the defense wasn't suspecting what you give to them just long enough for you to pass the first down marker.

Special Situations


We've covered amply the running and passing game featured in Madden... but what about other situations, situations so nebulous that you may not be sure what to do? Well, we'll cover a few of those issues briefly below as well. Then, we'll move onto the lackluster but extremely important defensive side of the ball.

Fourth Downs

A fourth down is your last shot to attain the first down or score. It's 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 towards 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, however.

Firstly, 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. The second exception is that you're down with little time left and you need to score now. The third exception is that sort of wild card situation, whether you're so close to the end zone that you want to go for the touchdown, or you're in an awkward area of the field where it makes no sense to punt or kick a field goal. You have to take these situations as they come, though here's what we recommend - unless you're fighting deep in your own zone, go for fourth and inches plays. Otherwise, punt the ball away. Unless there's little time left and you're losing by a touchdown or two, opting for the touchdown in lieu of the field goal makes no sense and will almost certainly cause you 3 points that you could have otherwise had. But this all leads to our next tip, which is...

Know When You're Beat
When you get to fourth down, it's do-or-die time... and unfortunately, that usually means that it's time to die. Whether it means you should punt or kick a field goal is contingent to where you are on the field. Don't get greedy - know when it's time to play a little defense. If anything, it should rile you up enough where you play especially well on defense in order to get the ball back on offense and try again. You can't be on the offensive side of the ball the entire game.

Other Special Teams Concerns

Fake field goals and fake punts are seldom used in the real NFL and are hard to execute in Madden, so unless you're 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 will 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 - don't overlook these unique special teams circumstances to create some monster offense on your team.


Defense

The defensive side of the ball is where a lot of thankless hard work comes into play. Some of the most glamourless positions in football are played on defense. This section is dedicated to the hard working defensive linemen, especially, who lack any popularly-known statistics in order to suppress the other team's offense.

But playing defense isn't easy. There's certainly ways to cop out of it, we're not going to pretend like there's not, but understanding just what's happening on defense will make your life a lot easier when the going gets tough. Many people dread playing defense in Madden because, unlike when playing offense, few things are really explained to you. It's a more hands-off variety of the game, where all you can see in-game are your various coverage areas. Knowing your team's defensive playbook is vital, as is knowing how to counter certain plays and formations.

Don't worry--we got you covered. We're not going to suggest to you "do this for this play," because you really have to take so many things into account. For instance, there's no guarantee that a team on 3rd and 20 will throw the ball. It depends on so many factors. But we will show you to follow some trends, and do certain things that will likely make your defense more successful. Other than that, playing defense is largely a by-feel endeavor. The more you play defense and become comfortable with your team's playbook, the better your defense's so-called "anti-production" will be.

What First?
Well, most times, a running play will be employed on first down situations, though this is hardly always the case. Many players of Madden will employ the 4-3 formation almost exclusively because of the fact that it covers both the run and the pass. This isn't 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. However, if you're expecting the run or don't know what to expect, especially on first down, blitzing with the 4-3 formation isn't a bad idea at all.

Changing It Up
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 will fit into certain situations. If it's 3rd and 20, for instance, running a Dime play is a pretty sure shot since you know they're probably gonna pass. On the other hand, if it's 2nd and Goal, stack your players on the goal line with a goal line formation, which is your best protection against the run.

Suggested Formation
Yes, we suggest the 4-3, and we suggest blitzing on every play, too. This isn't 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 don't think like their human counterparts. They can adjust to your play calling and predict what you're going to do, but 4-3 coverages are so effective against both offensive options, especially the pass, that it's 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. Additionally, if they choose to run the ball, there's a chance that blitzing corners, for instance, can take the back down for a loss of yards. It's 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's more a formation of momentum, so you need to learn to use the momentum in your favor.

Blitzing


Blitzing is fun and should be done often. If you're playing a skilled CPU or human opponent, blitzing doesn't make much sense on every play since they can adjust accordingly. But if you're an average Madden player playing through a franchise or against a friend, throwing a blitz on every play doesn't hurt, as long as you have the pass and other run options properly covered to the best of your ability as well. Remember, it's better to be safe than sorry in football. Blitzing is a risk, so make sure it's a calculated risk. Don't call a 4-3 blitz on your own five yard line when the other team can run the rock right up the middle into the end zone. Call them to ensure that they don't get to that point to begin with. Putting the other team in constant pressure situations will only make your life that much easier.
Inherent In-Game Variables
No matter how hard a developer tries, football games won't play exactly like their real life counterparts. This is actually a positive thing since, in regular modes of gameplay, you can literally switch between any player on the defensive side of the ball. This is Madden's inherent in-game variable, because it allows you to get firsthand, controlled coverage of literally anyone on the field. You can throw a tackle with a defensive linemen or prevent a wide receiver from making a reception with your cornerback... and you can do that on the same play. Make sure to toggle between your players and get the most out of your defense - otherwise, the defense can be highly computer-controlled... and wouldn't you rather praise your successes and blame your failures on yourself than the CPU?

Interceptions and Fumbles
The fun part of playing defense is completely flipping the script on your opponent with game-breaking defensive plays that will put your team back on the offensive side of the ball. Remember that 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's 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 will differ as they come at you, but this is a general rule. Interceptions will almost always net you some positive yards. Fumbles will simply give you possession. Don't push it!


Madden 09 Player Ratings Per Team -

IGN: Madden '09 Player Ratings (very useful. shows every attribute per player - per team)


more stuff later......

Last edited by Libertine; 08-12-2008 at 01:24 PM.
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