We finally have another big-budget football game to compare Madden to! Yeah, sure, it's another EA Sports game, so it's not much of a contrast. We still haven't gotten a proper new game from 2k, so we still don't get to compare Madden against another studio's vision. In fact, the closest thing that we have to a direct competitor to Madden is probably still NFL Pro Era (which released its first sequel earlier this year, but I haven't played it due to on-going elbow pain). Pro Era is, however, a VR game, and more of a middle-budget "Double-A" game, and so it also is not directly comparable to Madden.
So how does Madden look when compared against the only other football game at its level? Well, not very good -- which shouldn't come as a surprise to anybody. I'm not exactly loving College Football 25. In fact, I've been a pretty outspoken critic of its since its release. I didn't have a honeymoon period with it the way that so many other reviewers and critics did, and I was noticing and reporting flaws and limitations from day 1. Unsurprisingly, my biggest complaints about both game are the things that they don't do, but which the other does.
There are multiple commentary teams.
To copy-paste, or not to copy-paste?
There are some features from College Football 25 that did find their way into Madden. Just like the college game, Madden now has multiple broadcast commentary teams. In fact, Madden got 50% more broadcast teams, as it has 3 different commentary teams, instead of CFB's 2. They are of mixed quality. Mike Tirico's line delivery might be the worst of the bunch, and it's often stilted and disjoint. Kate Scott, on the other hand brings a lot of energy -- maybe too much energy! She is a welcome change from the normally sterile and lifeless Madden commentary. Greg Olsen is probably the highlight of the bunch.
In real life, Brandon Gaudin and Charles Davis commonly calls day games on CBS (usually AFC matchups). Greg Olsen usually does day games on Fox (usually NFC matchups), while Brock Huard is an analyst for Fox. Mike Terico usually does Sunday Night football on NBC. Kate Scott is the regular announcer for the Philadelphia 76ers baseball team, and has called some preseason NFL games. Which of these teams calls any given game in Madden's Franchise Mode is completely random, and the user can't even choose which teams gives the commentary for any given Franchise game. It isn't based on the day of the week, or on the time of day, or on which teams are playing. If you want a specific team to only call Monday night games, for example, you would have to start the match, then quit and restart until you get the commentary team who you want.
Even if it is random, the extra variety is welcome.
The half-slides from College Football 25 have been imported into Madden.
Madden also ported over the revised slide protection mechanics that allow for a half-slide, which is a welcome addition to the game. But for some reason, they didn't port the overlay that shows which blocker is going to block which defender. So I can't be certain if the play is going to be blocked the way that I want it to be, or if flipping the play will improve the blocking, or if motioning a tight end or fullback to a different position might create a better matchup or leverage advantage.
Madden also imported the new kicking meter and Read Option controls that were introduced in CFB 25. I'm already familiar with both these concepts from CFB, so I'm not having nearly as much trouble adapting to them in Madden. Unlike CFB 25, Madden does have the option to revert the kicking meter back to the classic meter from previous Madden games. No such luck with the Read Option controls though.
I often do skill trainer drills when I boot up a new Madden game for the first time, just to see if any of the new mechanics have changed the way that the game feels, or if there are any new mechanics that need tutorializing. I was pleased to see that, unlike College Football 25, Madden still has a Skill Trainer, and it's still being updated with new drills and content. For example, I don't recall the "Pocket Pressence" drill in Skill Trainer mode in previous years.
The tutorial for the new kicking meter is just a single text overlay, and the rest of the tutorial is just flat-out wrong.
I was less pleased to see that the Skill Trainer is still poorly-maintained and half-assed. The new "revamped" passing mode is not tutorialized anywhere, nor is the new kickoff rules and mechanics. The "updated" tutorial for the new kicking meter is literally just an extra text overlay inserted before the text from previous years' field goal and punt tutorials. The field goal kicking tutorial still claims that the kick meter will show the full arc and landing spot of the ball, and that the trajectory will sway with the wind -- none of which is still true. There's also no explanation of how the accuracy meter works, or of the overcharge penalty. So once again, EA is showing little-to-no consideration for tutorializing its new mechanics.
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0b6237b4-ec97-48f2-88ef-0a5b92b7c95f|0|.0
Tags:Madden NFL, Madden NFL 25, Madden NFL 25 (2025), Electronic Arts, EA Sports, football, physics, commentary, Brandon Gaudin, Charles Davis, Mike Terico, Greg Olsen, Kate Scott, Brock Huard
The latest college football rankings were released on Sunday, following week 3 of the regular season. For the first time in school history, UNLV's football team was ranked in the Top 15 of the coaches' poll. This is something that I never thought would actually happen -- let alone that I would see it. My idea of a dream UNLV football season would be something along the lines of a 7 or 8-win season, bowl-eligibility, and maybe qualifying for the Mountain West Conference Championship game.
Even in my wildest dream, I didn't think I would ever see the team be Top-25 ranked.
For my entire life, this team has been a basement-dweller. 2 or 4-win seasons were the norm, and the occasional 5-win season would create false hope that maybe the team was on the verge of turning things around. The 2 bowl games that I had seen prior to the 2023 season represented what I thought would be the absolute height of what this team could possibly accomplish.
UNLV is ranked 25th in the nation after week 3.
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3beb4286-d42c-4e05-96a0-3a136c072b01|1|5.0
Tags:UNLV, University of Nevada Las Vegas, football, college football, top 25, college football playoff, Mountain West Conference, PAC-12, transfer portal, Boise State, San Diego State, Fresno State, Colorado State, Barry Odom, Marcus Arroyo, Tony Sanchez, Matt Sluka, Ricky White, Kansas
As a publicly-acknowledged atheist who often has to defend my atheism against friends, colleagues, family, and the occasional real-life troll lurking around a natural history museum (seriously, that actually happened to me when I visited the Smithsonian in real life), I have a casual interest in theology, religious history, and apologetics. I listen to lectures on the historicity of Jesus, and debates about the origin of the universe or life, and so on. I'm thoroughly inoculated against the standard apologetics of the Kalam Cosmological Argument, watchmaker, absolute morality, and so forth. I appreciate when media is willing to engage with theological debate honestly and directly, instead of relying on the typical tropes of the incredulous skeptic (who is also often mopey, depressive, and cynical) that we see so often in TV and movies.
I don't remember exactly where I heard about Indika, but as soon as I did, I added it to my PSN wishlist and bought it when it went on sale. The elevator pitch of a game about a nun who thinks she's possessed by Satan seemed immediately interesting and entertaining. The fact that the game is actually very thoughtful and intelligent with its religious themes (rather than simply being a crass joke) only made it more appealing.
It's unclear to me if some voice-overs are the voices in Indika's head, or just an external narrator.
It often points out contradictions and hypocrisies of religious beliefs and activities, such as the futility of her labors.
Naughty nun and pious criminal
Indika is a thoroughly weird game. I would not be surprised if it ends up being the weirdest game that I play all year. It's a strange mix of walking sim, puzzle-platformer, and retro arcade. It's part Hellblade, part Edith Finch, maybe even part Sonic the Hedgehog, and very Russian.
Put simply, the protagonist, Indika, is a woman who was sent to a convent to become a nun, against her will, because of some perceived sin. She doesn't want to be there, but she's a genuinely nice and obedient person who fulfills her duties to the best of her abilities. Unfortunately for her, the "best of her abilities" isn't good enough. You see, she hears voices in her head, and sees visions of demons, that make her do and say things that are not quite appropriate, and which have earned her the severe disapproval of the other nuns.
One day, one of the nuns at the convent sends her out on an errand to deliver a letter to a monastery in a neighboring town. On the way, she encounters an escaped convict, named Ilya, who believes that God talks to him, and that he is kept alive by an explicit miracle from God. He has a gangrenous arm, but has survived with it for weeks without amputation, and without succumbing to sepsis. The 2 are an unlikely and ironic pair, a nun who thinks she is possessed by Satan, and a convict who thinks he is one of God's chosen people. They decide to accompany each other on a quest to a cathedral, where they hope a holy artifact can bless them both with a miracle -- to heal Ilya's arm, and to exorcise Indika's demonic possession.
Indika questions why God would make people broken, and give them free will, only to demand piety and obedience.
The concept is darkly humorous, and the game plays this humor up throughout. But it also uses the dichotomy of the 2 characters (and their specific predicaments) to explore the ideas of piety, morality, sin, free will, and the existence of a soul. And it does so earnestly and honestly, despite the wacky, whimsical nature of the circumstances and the actual game. The questions that the game poses could potentially have been pulled straight out of any apologetics book, or from an episode of The Atheist Experience.
Because Indika has a habit of making frequent small mistakes, which she often attributes to "sin", she is particularly interested in the idea of the moral equivalence of different sins. Specifically, can an accumulation of little sins add up to the equivalent of a larger, mortal sin like murder? And if so, how many such minor sins would one have to commit to damn themself to hell, the same as a murderer? Since Ilya sees himself as destined by God for a greater purpose, he is particularly interested in the ideas of pre-destination and free will. The 2 characters go back and forth about these topics (and others) several times throughout their journey together.
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ac7ac3f5-e828-4231-8861-40555c5d8022|2|5.0
Tags:Indika, Odd Meter, 11-bit studio, puzzle, religion, nun, monastery, guilt, devil, demon, mental illness, morality, free will, soul, Russia
Well, I don't know how the Bears are going to play during the regular season, or if they'll make the playoffs, but it kinda felt like they won the 2024 preseason. The Bears went 4-0 in the preseason, and absolutely dominated all 4 teams they played, including both the Buffalo Bills and the defending NFL champion Chiefs.
The defense was particularly stifling. Watching these preseason games almost looked like watching the '85 Bears' playoff run. Opposing teams simply could not move the ball, and the Bears dominated field position and time of possession.
Unfortunately, going undefeated in the preseason has been a bit of an albatross for NFL teams throughout history. The 2008 Lions and 2017 Browns both went winless in the regular season after having won all 4 of their preseason games. More generally, since 2010, teams that won all their preseason games would not do well in the regular season. Most would have losing records when all was said and done.
On the flipside, no team in this century has won the SuperBowl after failing to win a single preseason game. This does not bode well for the defending champion Chiefs, who lost all their preseason games, including the one against the Bears.
Something that doesn't help the analysis of the Bears' perfect preseason is the fact that the performance of the starters was lukewarm at best. It was really the backups who lit things up. It's hard to judge the Bears' top 2 draft picks because they didn't see a ton of action. Caleb Williams had a few good plays and showed a lot of the improvisational excitement that he was known for at USC. But all those theatrics did not result in many points, as the Bears' starting unit was mostly stagnating in the red zone and kicking field goals.
Rome Odunze almost had a touchdown against the Bengals, if only he'd stayed in-bounds.
There could have been a highlight touchdown between these 2, if Odunze had kept his feet in-bounds for a catch at the back of the endzone after a Caleb William's scramble. In Rome's defense, the sidelines and back lines were not fully painted. Usually, the lines around the perimeter of a football field are thick, solid white lines that are several yards wide. But in the preseason, these lines were hollow, so Rome may have thought he was inside the endzone because he was looking at the exterior line, instead of the interior line. In the regular season, he will hopefully be more aware of where he is on the field.
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06a2faea-694e-4be3-936a-067c61b0cf98|0|.0
Tags:NFL, football, preseason, Chicago Bears, Ryan Poles, Caleb Williams, Brett Rypien, Tyson Bagent, Collin Johnson, Velus Jones Jr., Greg Stroman Jr., quarterback, defense, Matt Eberflus
Well, I hate to have to do this, but I have to make a bit of a retraction to my previous blog about College Football 25. As many of you probably know, I posted a pair of blogs a few weeks back, expressing some of my biggest challenges with College Football 25. Those blogs were focused on the difficulty of the kicking meter, and problems that I was having adjusting to the revised option controls.
I stand by most of what was presented in both of those blogs. After all, the core complaint of both was the lack of tutorials and a Skill Trainer to teach the new mechanics, and the lack of difficulty and customization settings to make these mechanics easier to use for people who are struggling. The lack of such features is still an absolutely valid complaint, and EA has yet to take any steps to address it, other than to include QR Codes linking to online tutorial videos, which you have to watch on a separate device because EA didn't even bother to include links to view the tutorials on the console's browser. I mean, heck, the controller summary in the pause menu still does not show any of the read option or kicking controls, nor does it explain that the Switch Stick exists or how it works.
I may have misread this option tutorial pop-up (which only ever appeared once).
But I will admit that I was actually largely wrong about one of my biggest complaints with the option mechanic. I want to correct that error here, and explain how this mechanic actually works. I had previously explained that I was struggling with the new mechanic of having to hold the X button (on the PS5) in order for the QB to keep the ball on a read option hand-off play, and how the input windows didn't seem to line up with the actual mesh point animation for the hand-off. It turns out the the mesh point timing window is not actually broken after all, and my problems were almost entirely the result of me not understanding how the mechanic actually works.
Somehow, I got the mistaken impression that the user is supposed to hold the X button through the mesh animation in order to keep the ball, and could release the button at any point to hand off the ball. As such, I was pressing and holding X through the snap of the ball, and then continuing to hold X into the mesh point animation, and then trying to release X to hand off the ball.
Setting tool-tips to "Always On"
actually permanently disabled them.
That's not how the mechanic works. In fact, looking back at the Option tutorial pop-up, that's not what it said to do. So I misread it, and because there's no way to bring these tutorial pop-ups back up, or to view the controls in any of the menus, I didn't realize my mistake till much later. I tried resetting the the tutorials in the game's settings, but I think that actually had the opposite effect of completely and permanently disabling all tutorials and tool-tips, with no ability to turn them back on. This is a bug that EA needs to fix, and as far as I know, it has not yet been fixed.
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