
When you start a new Franchise in a Madden NFL game, you get 2 options:
- Use preseason rosters,
- Use current active roster.
For simulation users looking to start a new Franchise in the preseason, neither of these options is ideal. The preseason roster gives you all of the preseason players, but it does not include ratings changes, updates to player likenesses, or roster changes that occurred during or after preseason. The current roster, on the other hand, is up-to-date, but only includes each team's active 53-man roster. Practice squad players are all independent free agents.
If you choose the active roster, then every team will start the preseason with only 53 players, and CPU teams don't bother to fill their rosters during the preseason. This wreaks havoc with preseason play, since CPU teams will go into preseason with only 2 quarterbacks, or only 3 running backs, and so forth. So when it comes time to sub in all the backups in the 2nd half, things potentially break down, since the rosters aren't really deep enough to facilitate pulling out all the starters.
So I have taken it upon myself to try to partly resolve this problem. I have uploaded a shared roster file that restores most practice squad players onto every team's rosters. I went through every team, and added all of their practice squad players to their rosters. I used the rosters from ESPN, going into week 2, and looked for every practice squad player in Madden's free agent pool, and added them back to their team's roster. This included any currently inactive players who were listed on each team's injured reserve.
I have manually restored many practice squad players onto their team's roster.
This roster will allow sim Franchise players to use a roster that maintains major roster transactions that occurred during or after preseason (such as Micah Parsons being traded from the Cowboys to the Packers), as well as any ratings updates that EA applied after the preseason, while still giving all the teams some of their practice squad players back. These extra players can play in the preseason, and can be added to teams' practice squads after the preseason.
This roster is called "PLUSPRACTICESQ", and it is currently available on Madden 26's in-game roster share menu. I created this roster on PS5, so I'm not sure if it's available for XBox or PC players to download. Does EA have "cross-play" for file sharing? If you're playing on XBox or PC, and cannot find or download this file, then don't get mad at me; direct your anger towards EA.
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Since Canuck Play shuttered its studio, canceled Maximum Football 21, and sold the Maximum Football IP to Modus Games, the other major simulation indie title, Axis Football, found itself without any major competition in 2021. There are other indie football games on the market, such as Sunday Rivals, but that is a more arcade-style game and isn't a direct competitor to Axis. I own the Steam version, but haven't played much of it yet. The only other real competition for Axis Football is the indie game Legend Bowl.
I've received several requests to play Legend Bowl and create content for it, including a request by the game's creator, himself. Don't worry King Javo, I bought Legend bowl during the Steam Fall Sale, and will be playing it more this holiday season.
In the meantime, Axis Football has been the only indie football game that I've played this year. So I cannot do my usual thing of comparing Axis to Maximum because there isn't a Maximum Football to compare Axis to. I could do a direct comparison between Axis Football 21 and Madden 22's supposedly-upgraded Franchise Mode, but I'm hesitant to directly compare any low-budget indie product to a billion-dollar licensed game from a major publisher. Maybe I'll revisit that topic later, if I get a lot of demand for it. In the meantime, if you're interested in my thoughts on Madden 22's supposedly-improved Franchise Mode, you can check out my video on that topic, or my full review.
So instead of comparing Axis Football to its direct competition, I've decided that I will instead focus on sharing my hopes and expectations for where the game goes from here. With EA releasing its college football game in 2023, and 2k presumably releasing its "non-simulation" game in 2022, Axis Football needs to take big strides in the next year or two in order to remain relevant and competitive.
See the full wishlists on YouTube!
This wishlist was originally created as a series video essays, which I encourage you to watch. I'm not going to replicate the entire transcript here, but will instead just summarize the content of the videos. I'm also going to re-arrange this written list a little bit so that each item is in the most appropriate category. If you want more discussion, details, and examples, please watch the linked wishlist videos. [More]
4a52e849-6b2e-4430-95ea-8f2317db50e7|5|3.0
Tags:Axis Football, Axis Football 21, Axis Football 22, Axis Games, indie gaming, football, passing, catching, power running, special teams, longsnapper, timeout, overtime, franchise, practice squad, injured reserve, preseason, draft, training camp, women, gender equality, stadium, glitch

Well, the football video game price wars have apparently begun. Unfortunately, however, the prices are not shifting in the direction I'd like. Instead of EA being forced by competition to drop the price of Madden to something reasonable, like $30 (as they had to do in 2004 to compete with ESPN NFL 2k5's budget price of $20), both Maximum Football 19 and Axis Football 19 have upped their price from $20 (in 2018) to $30 (in 2019). I've already complained that Maximum has shifted its retail price out of the budget indie tier and into the middle-market (or "double-A" tier), and that Maximum isn't quite up to the level of quality that I might expect from a title at that price.
Axis Football doesn't feel quite as over-priced, as it was a much more feature-complete product to begin with (and remains a more feature-complete product this year, despite Maximum's new dynasty mode). That being said, I don't feel that Axis is improved enough to warrant a 50% jump in price.
Whereas Maximum focused on adding a much-needed dynasty mode in order to prop up its mediocre-at-best on-field gameplay (and moderately succeeds in that regard), Axis already had a working Franchise mode. What Axis needed was to improve its on-field gameplay. ...But they kinda didn't... Like, not at all...
Same as last year?
I was optimistic about Maximum Football and Axis Football because I expected them to make significant improvements to on-field gameplay from year-to-year -- something that EA has consistently failed to do with Madden over the last ten-to-fifteen years. So to see both of these indie games play virtually identical to last year's counterparts is very disappointing and has substantially deflated my initial optimism.
My excitement for the potential improvement of Maximum and Axis has been deflated
by both games releasing with virtually identical on-field gameplay compared to last year.
If you read the gameplay section of last year's review, then you pretty much know how this yea'rs game plays. Axis Football 19 still has much of the same rigid and robotic player animations. The locomotion system is terrible and allows runners to cut and turn on a dime. Defensive players still frequently stand in place. Deep zone coverage is still atrocious. The CPU still never defends 2-point conversion attempts. Receivers still lack varied or convincing catch animations, and defenders similarly lack pass defense animations. Blocking and tackle interactions can still be triggered with players who are not in physical contact with each other. I can still run my defensive end around offensive tackles, unblocked, for free sacks.
Some football rules are also still wrong or not implemented at all. Axis might as well just end games in ties if they can't implement a working overtime ruleset. I can still exploit kicking kickoffs out of bounds without penalty in order to pin opposing offenses deep. There's no fair catch. I can't motion receivers before the snap to see if the defense is in man or zone coverage.
The developers failed to address many of the problems that plagued last year's game --
such as poor deep zone coverage [LEFT] and the ability to easily run around offensive tackles [RIGHT].
Much moreso than last year, I'm noticing that outside runs seem to be far too effective. The reason for this seems to be the crazy success rates of receivers making (and holding) blocks on the edge and in the second level. Safeties are not only bad at deep coverage, but they're also terrible in run support. They stay back too deep (and sometimes just stand around), instead of trying to meet the runner in the lanes or trying to force an outside run back inside. If a receiver or tight end gets into the second level and blocks the safety, then the play is practically a guaranteed touchdown.
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ceb12b50-2cc7-47c4-93ac-b24eda79b3d1|1|5.0
Tags:Axis Football, Axis Football 19, football, Steam, indie gaming, Terry McGovern, Jay Styne, Dan Stevens, Dave Stevens, Peter O'Keefe, Mike Steele, franchise, coach, practice, practice squad, draft, scouting, contract, safety, coverage

If you've already read my review of Madden 20 on my personal blog, then you know that I consider this year's release to be a massive disappointment. In fact, the last Madden entry that I actually liked was probably Madden 17. Despite my misgivings about this year's game, I do want to start off by talking about something in recent Madden entries that I actually like. Don't worry, there will be plenty of time for me to rant about the problems in Madden 20 later.
While there is certainly value in giving EA a laundry list of complaints about Madden 20 (so that they can maybe, hopefully address the complaints), there is equally as much value in telling EA where they've done right so that they can continue to expand those ideas. So let's start out the NFL / Madden season on a more positive note and talk about how recent iterations of Madden have actually made the preseason worth playing in Franchise mode.
I have a laundry list of complaints about Madden 20, but I'd rather talk about something I like instead.
This blog is a transcription of a video project that I uploaded to YouTube (which will be embedded below). I had hoped to get this out before the end of the NFL preseason (when it would be a bit more relevant and topical), but I was still neck deep in my Sekiro critique. I had to do a bit of research for this post by using some of my Patreon funds to purchase Madden 12 and NCAA Football 13. If you enjoy this blog post (and/or the accompanying video), and would like to see more like it, then I hope you'll consider supporting me on Patreon.
Now that the shameless self-promotion is out of the way, let's talk about the preseason in Madden NFL video games!
Feel free to follow along on YouTube!
Preseason is my favorite part of Madden franchise
Nobody likes the NFL preseason -- or at least, that's what I keep hearing.
Fans don't care for it because none of their favorite players get much playing time. Veteran players don't like it because it puts them at risk of injury. The NFL doesn't like it because the fans don't like it and don't buy tickets to the games. And the networks and advertisers don't like it because not many people watch it.
About the only people who actually like the preseason are the reserve players who get the chance to earn a roster spot, and maybe the coaches who have an opportunity to find out if their backups will be reliable replacements for any starters who get hurt in the regular season.
The NFL preseason isn't particularly popular.
In fact, the preseason is so unpopular that every year or two, there are rumblings about the possibility of the NFL reducing the length of the preseason, or outright eliminating it. The NFL would probably cite "player safety" as the reason for eliminating the preseason, but the real reason would be because it doesn't make them as much money. After all, they'd probably offset the reduced preseason by correspondingly increasing the length of the regular season, putting even more wear and tear on the players' bodies.
So every year, as we enter the NFL regular season, there is an outside chance that next year, there simply won't be a preseason. Or that if there is one, it will only be 2 or 3 games. There are plenty of valid reasons for reducing or eliminating the preseason, and I'm not going to get into that specific topic here. Instead, I'm going to talk about the preseason in Madden.
As someone who enjoys video game football (or at least would enjoy it if the quality of product were better), I would actually bemoan the loss of preseason because eliminating the NFL preseason would do a great disservice to the Franchise mode of the Madden NFL video games. I would not be surprised to hear that most Madden players don't bother with the preseason and just simulate past it -- after all, "nobody likes the preseason", right? But I happen to think that the preseason in Madden is the most interesting and engaging part of Franchise, and might in fact be my favorite part of the game.
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Tags:Madden NFL, NFL, football, preseason, practice squad, rookie, draft, NCAA Football, Electronic Arts, EA Sports, Tiburon
The Bears' QB is going to be Trubisky's job sooner or later. But when?
With an 0 and 2 start, people are already talking about benching Mike Glennon in favor of number 2 overall pick Mitch Trubisky. The writer at ESPN dismisses concerns about sparing Trubisky's health and psyche. "You can't seal him up with bubble wrap", says Jeff Dickerson. Apparently, coach John Fox disagrees.
I wasn't a fan of signing Glennon, and drafting Trubisky just confused me. But since the Bears drafted him as the obvious QB of the future, I want to see Trubisky play. More importantly, though, I want him to succeed.
If Trubisky is the starting quarterback in week 3's matchup against the Steelers, he'll be taking over a team that doesn't seem to have any weapons for him to work with. The receiving corps is depleted by injuries, with both Cameron Meredith and Kevin White being done for the season. Pro bowl guard Kyle Long is also still uncertain to be ready for the Steelers game. Missing Kyle Long might also be part of the reason that even Jordan Howard has been unproductive the first two weeks... [More]
9685a3fc-f7da-425a-b3be-6cf6e16e043c|0|.0
Tags:Chicago Bears, Chicago, Bears, NFL, football, Mike Glennon, Mitch Trubisky, Tarik Cohen, Jordan Howard, Cameron Meredith, Kevin White, Kyle Long, injured reserve, practice squad
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