Madden NFL 17 - title

UPDATE OCTOBER 23, 2016: LATEST PATCH AND/OR TUNER HAVE PRACTICALLY RUINED THE GAME FOR ME.

I've been having miserable experiences with Madden 17 since publishing this review. I suspect that either patch #2 or tuner #2 are the culprit. CPU QBs have become robots that have 80% completion percentages every game. Running the ball has become impossible (for both human and CPU teams). Man coverage simply doesn't work at all, making corner routes, in routes, out routes, and slant routes unstoppable. The throw out of sack mechanic has been tuned down to the point of being irrelevant. And the list goes on...

Sliders don't seem to improve the experience at all. In fact, certain sliders (like CPU QB Accuracy and CPU Pass Blocking) don't seem to have any effect at all anymore. I am tempted to rewrite this review with a much lower score (Somewhere in the range of a D or D-), but I'm hoping that EA will fix the problem - or at the very least, that deleting the most recent Tuner data will resolve some of the issues. Sadly, I don't think it's possible for me to re-download the first tuner data. This is a shame, since that one actually did fix some genuine problems the game had at launch.

DO NOT DOWNLOAD PATCH #2 OR TUNER #2!

Electronic Arts has supposedly spent the last three years or so rebuilding Madden from the ground up. Because of that, the past few years' games have felt very incremental, and somewhat incomplete. It was obvious that there were still major holes in many facets of gameplay. Personally, I would have preferred that EA just take a two or three year hiatus in order to hold off on releasing a game until it was actually complete. I'm happy that it seems like we're finally getting a "finished" version of EA's vision of a "next gen" Madden game, and I was curious to see if it would live up to expectations.

By their own admission, EA has finally rebuilt the final few phases of gameplay that still used predominantly legacy code (e.g. special teams and the football itself). For the first time in a long time, it feels like Madden can be approached and reviewed as a complete retail product rather than one step in a long-term incremental beta process. Is it worth the wait?

We'll, first impressions let it down a bit. Much like last year's game, the introduction and tutorial for Madden 17 seemed like a pointless waste of time that misrepresents the actual content of the game with its frequent cutscenes and dialogue from players and coaches. I'm not sure who these scripted gameplay intros are intended for. I would expect that new players would likely be confused and unsure what to do, resulting in failing the intro without any clue what they did wrong or what they were supposed to do. Experienced players, on the other hand, are probably just annoyed with the lack of control in this sequence. The inability to skip the cutscenes only makes repeat playthroughs (if you care enough to try to actually beat the scenario) feel tedious, as you'll have to sit through more cringe-worthy dialogue. EA Sports / Tiburon isn't Naughty Dog, and so writing dialogue and directing voice actors are not the studio's strong suits. About the only thing that this intro sequence does is highlight the new commentary team, which is actually pretty good.

Slowly becoming a complete football game

Despite the blocked field goal in the intro being an un-playable cutscene, special teams was one of the primary areas of focus this year. It's an area that's been mostly neglected since the analog kick meter was introduced back around 2007. And what was the innovation that EA decided was necessary to bring their kicking game into the next generation? Well, actually, they decided to bring back a kicking meter that works almost identically to the older PS1 / PS2 era games. You start the meter charging by pressing X, then press X again to set the kick strength as the meter fills, then press X again to set the kick accuracy as the meter returns to the bottom. Nothing new here.

Madden NFL 17 - kick meter
The "new" kick meter is basically a return to the older kick meter.

However, you now have to hold the analog stick to aim the kick prior to starting the kick meter. If you let go, the kick trajectory will snap back to the default. This does require a bit more dexterity than either of the previous kick meter systems ever needed, but it's still fairly easy once you get used to it. Though, EA could maybe loosen up the accuracy window for online games because any amount of lag makes the kicking game virtually impossible. You also have to be more careful with timing your kicks, as the game and play clocks both continue to tick while the kick meter is charging. Not sure if this is a bug or a feature... So be careful that you don't wait too long and give yourself a delay of game (or let the game clock expire before) you get the kick off.

On the other side of the ball, defenders can now actually block kicks by jumping the snap...

[More]
Madden 17 - Training not ready
If you get this error message, then training will stop working completely, and will just hang on an infinite load screen.

Is your Madden 17 franchise getting hung up on an annoying bug that prevents you from doing weekly training? Are you getting a dialogue saying "Training is not ready. Ensure that you have focus players selected."? I had this happen to me, and the resolution is not immediately obvious. I searched the EA troubleshooting forums and Reddit and only found partial solutions that didn't work for me. Apparently, this "glitch" has a couple different causes.

Most of the solutions that I had read online involved adjusting the user team's depth chart. In some cases, users said that the problem was caused by not having enough active players in a specific roster position. By signing a player at the necessary position, the problem was resolved, But this fix wasn't applicable to all users. I specifically encountered this bug in week four of my franchise's preseason. It happened right after installing the 1.04 update, and I feared that the update had hosed my save file. Fortunately, I found a resolution.

First, I tested the fix suggested above by ensuring that I had players at all roster positions and that all depth chart positions were filled, but didn't have immediate success. After a little bit of extra troubleshooting, I found that it was because I had too many players on my active roster. I had signed an extra player to replace an injured player. The injury was only for 3 weeks, so wasn't worth putting the guy on IR, but the new player put me over the roster cap. Since it was preseason, the game apparently doesn't enforce a roster limit, but I noticed that the Week 4 activities included "Cut 11 players". Usually in week 4, you're only supposed to cut 10 players. So I cut some dead weight (so that the activity now says "cut 10 players") and the training loaded...

[More]

Tags:, , , , , , , , ,

A few months ago, I wrote a blog piece about suggestions to expand Madden 16's feature set to make the game a deeper, more realistic depiction of the management of an NFL team. This year's Madden game has proven to be a much better game than the previous few years, and I actually have found myself playing it well into the new year. As such, I've also been coming across new, nagging annoyances, and new ideas for features and enhancements. Most notably, I finally got to play through a complete off-season, and I have several ideas for how offseason can be improved in future years of Madden.

So I've decided to write a follow-up piece with more suggestions for future games. This article will focus on off-season activities. In order to keep things clean and concise, I've also made a few changes to the original post as well. I wanted to keep specific topics grouped together. There's also less to talk about in this new post, so I've moved the "Little Things" section from the original post into this article in order to shorten the original post and pad this one out to about the same length. I've also made some small revisions and clarifications in the original post, so I highly recommend re-visiting that post to see the changes.

Table of Contents

[More]

I've been really dismayed by the focus that EA has placed on its Ultimate Team feature in the past couple years of Madden releases. I've made my distaste known in my reviews of both 16 and 15. With the NCAA football series dead due to the revocation of the license, Madden is all we have. I feel like the best thing for me to do at this point is to just give up, since it seems that EA has no interest in appealing to the small demographic of simulation die-hards to which I belong. Instead, they want to keep their model of annual releases that force people to have to give up their established decks of Ultimate Team cards so that they can spend more money on micro-DLC to buy the credits necessary to rebuild their collection.

But as cynical as my reviews can be, I don't want to give up on football gaming. I love football, and I love gaming, and I want to continue to be able to enjoy the union of the two. And right now, Madden is the only way that I can do that.

So I'm going to take some time to write up a wishlist of the kind of features that I want - no expect - a modern football game to include. Some of them are new features that football games have never attempted. Others are ones that previous games just never got right. And still others might be things that were present in earlier games, worked just fine, but have been inexplicably removed to make room for less worthwhile features.

Table of Contents

[More]

One of the most glaring problems with Madden for many years now has been the passivity of offensive receivers. They've been completely unwilling to make any effort to track the ball in the air and go up and get it. Often, underthrown balls would be easily intercepted because receivers would mindlessly run their route and never make an effort to come back towards the ball to catch it. This, combined with defensive backs who always had eyes in the backs of their heads, lead to a lot of interceptions and a very frustrating experience in the passing game. This year's Madden finally makes some effort to address this problem, and I honestly thought that this might finally be the year in which things started to really come together for this series. I wasn't expecting Madden 16 to suddenly be the NFL 2k5 of our generation, but I was at least expecting to see a product that felt more complete, in which all the areas of on-field action seemed - at the very least - to be competent.

Madden NFL 16 - catching
Long-standing problems with passing, catching, and pass defense were points of emphasis this year.

But as the summer went on, and all I ever heard about was some silly new "Draft Champions" mode that sounded like a half-assed fantasy football season, I really started to lose any hope and excitement that I had. Normally, I'd buy Madden used in order to keep my money out of EA's greedy hands. Fortunately for EA, the first two stores that I went to were sold out of Until Dawn, so I decided to go ahead and splurg on Madden so that I'd have something to do that weekend.

The mandatory tutorial featuring a hypothetical Super Bowl 50 rematch between the Steelers and Cardinals is an absolute train wreck. A handful of players recorded unbelievably cheesy dialogue for this sequence that seemed to imply that this year's Madden was going to put some emphasis on the personalities of the players and include some smack talk (the kind of thing that Madden '05's "Storylines" feature was going for). I thought it was weird that I hadn't heard anything about this in any of the promotional material or previews. It seemed uncharacteristic for Madden and contradictory to the NFL's careful regulation of the public image of the league.

The tutorial proceeded to force me through a series of intolerably-scripted plays and highlights of its fictitious Super Bowl in an attempt to clumsily introduce me to its new passing and catching mechanics. This tutorial is ugly to watch, painful to listen to, is terrible at teaching the new mechanics, and is blatantly unrepresentative of the actual game content.

I hadn't even finished the tutorial or made it to the game's main menu yet, and I was already suffering buyer's remorse.

Table of Contents

Madden NFL 16 - drafting Randall Cunningham
Historic players can be drafted.

Ultimate Team fantasy draft

My feelings of buyer's remorse only grew as I looked through the new features and menu options.

There seems to be a bigger and bigger push towards Madden being an elaborately-crafted system of fantasy football. I already thought that Ultimate Team was trending painfully in that direction. As silly as I think that feature is, Madden players seem to love it - so much so that EA has decided to add another fantasy football-inspired game mode: Draft Champions. As always, all EA's efforts seem to be in trying to make Madden as "game-y" as possible instead of making any efforts to emulate the deeper strategy and nuance of real football. Ultimate Team, and now Draft Champions, are the ultimate expression of that.

Draft Champions is a modified 15-round fantasy draft in which you select from one of three available players in each round. You start by selecting a coach, which grants you a specific offensive and defensive play style for you team, and so you want to try to get players that best fit into those schemes - if you're lucky enough to be offered any. In the final round, you also get to chose one of three Hall of Fame historical players, such as Randall Cunningham or Rod Woodson. Once the draft is done, you play a sudden-death "season" of three games. One loss, and you're done.

I complained about the rushed pacing of games in Madden 15, but the "games" in Draft Champions are only half that time! Three minutes in a quarter is not enough time to play football at all. The game even taunts you by forcing you to have to chose a coach and team style in the first round, and you'd have to be masochistic to chose anything other than "long pass" or "medium pass". Chosing "ground and pound" was barely viable with six minute quarter; it's virtually pointless with three minute quarters. A twelve minute game isn't long enough to establish any kind of "pounding" running game. All you have to do is listen to the commentary to hear how screwed up such a fast game is. Every game, the commentators talk about how it's been a "defensive battle" going into the two-minute warning or halftime - because one team had the ball for the entire half! It's nonsense!

Madden NFL 16 - Draft Champions Rod Woodson
Draft Champions might be more worthwhile if you got to keep some of the players you drafted and add them to MUT.

I'll grant this to the game: the second two Draft Champion games are very tense. The short time time frame and insta-death nature of the mode means you have to play virtually perfectly. Of course, that's to be expected when you start the game in a four-minute drill.

And what do you get for your effort? What reward is worth this idiotic waste of time? You get some PSN trohies / XBox Live achievements, and some packs of Ultimate Team cards (most of which are just redeemable for points to buy other cards). You don't even get to keep the cards that you drafted in Champions mode - just random packs. Eventually, after you beat Draft Champions enough times, you get some elite MUT cards. Oooh... [hand waving] Why is Draft Champions even its own mode on the main menu? Why isn't it just an option in the MUT menu? It's basically just a fantasy draft and preseason for MUT, but you don't even get to keep the players! So what's the point?!

The question that I'm left with is: has Madden jumped the shark? Is this the point where I have to just give up on the idea that EA will ever want to pull Madden back to its simulation football roots? Has it so completely diverged from what I expect from an NFL-licensed football game that I just can't take it seriously anymore as an NFL-licensed football game? I'm tempted to just not even bother with the rest of this review if this is the kind of trash that EA is going to waste their time with. If EA thinks that this is the way of the future for football gaming, then I want no part of it.

But, for old times sake, I guess I can go over the actual football parts of the game, give it at least one more stab at being taken seriously, so click here to read the rest of the review...

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's life...

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Follow me on Twitter at: twitter.com/MegaBearsFan

Featured Post

Madden 18 wishlist: offense, defense, and special teams balanceMadden 18 wishlist: offense, defense, and special teams balance01/14/2017 I recently wrote regarding a proposal for improving practice squad and training features by hiding player ratings until the player has played enough games to reveal them. Of course, there's still a lot of other aspects of the game that I'd like to see improved. I was pleased that this year's Madden 17 implemented some items...

Month List

Random Post

College football playoff expansion is inevitable. Who should get in?College football playoff expansion is inevitable. Who should get in?01/16/2015 Advocates of a college football championship playoff may feel a little vindicated after the inaugural championship game earlier this week. The #4 ranked Ohio State Buckeyes defeated the #2 ranked Oregon Ducks with a decisive three-score lead. And they did this after also defeating the #1 ranked Alabama Crimson Tide. For years,...