Madden NFL 25 - title

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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EA Sports College Football 25 - title

I felt like College Football 25 would be a real make-or-break title for EA Sports. Madden has been getting criticized for its focus on Ultimate Team, lack of attention to Franchise Mode, and myriad legacy issues that EA just refuse to address. The market has been jonesing for a licensed college football game -- in fact, it's been jonesing for any alternative to Madden. This is EA's chance to really put out a quality product that can earn it a lot of good faith to help carry it through the coming years of renewed football video game competition. I honestly expected that College Football 25 would hit a home run with its Dynasty Mode and feature set in order to earn back that trust and good faith -- especially after it was delayed a whole year from its original expected release.

Instead, I keep feeling disappointed and frustrated with College Football 25 at almost every turn. It feels, to me, like a pale shadow of its NCAA Football forebears. It's a mess of missing features, confounding control and interface issues, bad A.I. (especially on defense), and rosters that are muddled and obfuscated by the legal tightrope of name-and-likeness rights. It checks off almost all of the "must have" feature boxes (like adding the playoff and transfer portal), but this game seems to aggressively refuse to go above and beyond in any capacity.

Strap in and get comfortable. This is going to be a long review...

No-huddle gameplan

The launch version of College Football 25 is really friggin' hard! I started 0 for 7 against the CPU (on the All-American difficulty, with default sliders). I had to play a Boise State home match against lowly cupcake New Mexico in order to get my first victory. Since then, I've been doing a lot better, but victories do not typically come easily.

I have my share of responsibility in this. I don't know the playbooks yet, and I threw some facepalm-inducing interceptions. Linebackers seem to play a lot deeper in College Football 25 compared to Madden, and my QBs weren't putting enough touch on passes over the middle of the field. So Post and Dig routes that would be wide open in Madden were repeatedly being picked by lurking linebackers.

Lurking linebackers make a lot of interceptions between the hashes.

Despite my own mistakes, the designers of the game seem to have gone out of their way to make sure that the barrier to entry would be as high as it could possibly be. The game doesn't seem to want to teach its new features, mechanics, or controls, and it insists on changing things just for the sake of change -- screw my decade (or longer) of muscle memory! Many problems that have long frustrated me in Madden reared their ugly heads to conspire against me as well. I often felt like I could call out exactly how an upcoming play would unfold before the snap, because I've seen all of this so many times in Madden.

Sacks and interceptions tended to come in pairs or triplets.

My star receivers refused to catch open downfield passes, while the CPU receivers all had hands of glue.

Force defenders refused to do their job, and my defense in general refused to contain the edge or take viable pursuit angles. Even if I expected an outside run and spread my line or linebackers, they'd still all crash inside and get smothered by down-blocks.

CPU receivers would repeatedly beat my DBs on in-breaking routes and break free for huge gains or scores, even though I explicitly set inside shade before the snap.

Outside shade was basically an invitation for the CPU to score on a post or quick slant, even if I had a single-high safety or robber to supposedly stop those specific routes.

My blockers would absolutely refuse to block the single most important assignment on the play whenever I needed a run play to be successful, even with elite running teams (such as Michigan).

My own big plays would consistently be called back by penalties.

The CPU teams would go into un-beatable "turbo mode" as soon as the 2-minute warning hit.

And so on, and so on. You've heard or read all of this before if you've looked at any review of Madden in the past decade or so.

CPU-controlled defenders take horrible containment and pursuit angles.

There was even a patch, released a couple days before this review was published, which was supposed to have improved pursuit angles. But in my limited play since the patch, it seems to have actually made pursuit even worse, somehow! Not only do players continue to take horrible containment angles, but any defender that happens to be in the open field on the perimeter, and in a position to stop an outside run, now has an infuriating habit of just bouncing off the ball-carrier. So perimeter tackles that were being made a week ago, are now being missed after the patch, giving up even more big runs and scores to the outside.

I cannot understate how much these poor pursuit and containment angles are ruining my enjoyment of this game! So many of my losses can be directly traced to my defense just completely shitting the bed and giving up big run after big run because they are completely unwilling to defend the perimeter. And there is little-to-nothing that I can do about this, because I can only control a single player on the defense at a time.

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Over the years, I have frequently recommended that people stop buying new games from AAA publishers at retail. Don't buy them at all, or if you do, wait for a sale, or buy it used. This is because the massive, international, conglomerate corporations that publish these games are sleazy, scummy, or outright evil.

They underpay their employees.

They abuse their employees with cultures of crunch.

They hang the Sword of Damacles over their employees heads with the perpetual threat of layoffs.

They report record profits to their shareholders and award billion dollar bonuses to executives on a Tuesday, and then lay off hundreds or thousands of workers on Wednesday because they "can't afford" to keep them.

Some publishers even have active cultures of sexual harassment and abuse of female employees, which their HR departments are happy to cover up or sweep under the rug.

They harass and ostracize transgender employees and hold their healthcare hostage.

They fight against unionization.

They overcharge for their products.

They sell un-regulated gambling to minors.

They sell half-baked or broken products at full price.

They cancel promising upcoming products with little-to-no rhyme or reason.

They want to take away the consumer's right to own the media that we buy.

The list goes on...

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Madden NFL - title

I'm going to change pace a little bit for this installment of "How Madden Fails To Simulate Football". Previously, I've focused on the rules of the game and on on-field gameplay. This time, I'm going to go off the field and start talking about team-building and coaching strategies, which are key to creating an engaging Franchise Mode experience.

Patreon

This is a topic that was voted upon by my Patrons. If you would like to have voting power to influence the content that I create, then I encourage you to support my content creation through Patreon. Patron support helps offsets the cost of the server for my blog, the license for the software that I use to YouTube edit videos, and any research material that I buy.

The COVID years have been hard on a lot of people, and many of my Patrons had to discontinue their support due to financial hardships. I want to take a moment to wish all my former Patrons the best. I hope that 2022 treated you better, and that 2023 will be better yet. I'd also like to thank my current Patrons and those who stuck with me. To all my Patrons -- past, present, and future -- thank you for your support.

Now let's talk football! I'm writing drafted this essay in the month or 2 leading up to the 2023 NFL Draft, so this topic will actually be kind of relevant at the time that it is published.

The full video on YouTube contains additional commentary and examples.

One of the ways that Madden is most different from real life football is that in Madden, the exact skill level of every player in the league is known to everyone all the time. Because of the way that Madden implements player attributes and progression, users don't have to evaluate player talent at all. Ever. In the vast majority of cases, ordering your depth chart is a simple matter of sorting the players by their overall ratings. And if it's not the overall rating, then there's usually a single other attribute rating that determines who starts and who doesn't. It's usually speed. For example, I favor kick and punt returners with speed, and usually put my fastest reserve player as my starting returner, regardless of his overall rating. So yes, there are some edge cases where a user gets to make judgement calls about which player better fits your play style. But for the most part, it's all about that overall rating.

This means that there is no mystery or question about which players are actually good, which players aren't so good, and which players are outright busts. It also means that Madden doesn't have true position battles. One player is objectively better than the other in the vast, overwhelming majority of cases, even if it is just marginally so. It means there's no question whether a free agent or trade will be an upgrade over the players already on your roster. It means that there isn't much value in testing out rookies in the preseason because you already know exactly how good those players are, and whether they are deserving of a starting position or roster spot based on their overall rating.

All of the intrigue and "what ifs" that go into roster movements and decisions in NFL front offices are simply non-existent in Madden because so much of the game is based on these absolute numbers that are completely open and transparent to everybody.

Trubisky vs Pickett
photo credit: Pittsburgh Post Gazette
Dean vs Edwards
photo credit: John Jones / Icon Sportswire
Every year, there are questions about who is the best player in many teams' lineups.

Think of some of the big questions from early in the 2022 season: Is Mitch Trubisky better than the rookie Kenny Pickett? Should Devin Singletary get more carries than James Cook? How about Tony Pollard or Ezekiel Elliot? Should the Packers look to Allen Lazard or Sammy Watkins to replace the lost productivity of Devante Adams? Will Nakobe Dean play well enough as a rookie linebacker for the Eagles, or should they stick with their veteran starter from last year? Is Bailey Zappe better than Mac Jones? Is Trey Lance better than Jimmy Garoppolo?

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Dead Space - title

I'm gonna be perfectly honest with you right up front: I'm coming into this review with a negative bias. This is a remake that does not need to exist. Dead Space is only 10 years old, is an HD game that still looks fine. It is designed around gameplay conventions that are still standard practice today, and so the original still holds up well, outside of some mildly-dated presentation. I get the desire to remake or re-imagine older games that actually are dated, like Resident Evil 2 or Final Fantasy VII, which were both completely redesigned with modern gameplay conventions and (in especially in the case of Final Fantasy VII) bold new creative and narrative decisions. I would also understand the desire to go back and take another stab at more recent games which are really good, but which may have been virtually unplayable due to technical problems. Fallout: New Vegas comes to mind.

But this recent fad of rote remasts or remakes of PS3-era games that were already highly-polished and still modern-feeling (and thus hold up well today) just feels like lazy, cynical cash-grabs to me. Games like Dead Space, The Last of Us, and Mass Effect just feel like completely unnecessary remakes -- especially if they're going to be direct recreations of the original with little-to-no creative liberty. Heck, even the Demon's Souls remake feels unnecessary. I would much rather than Sony and FromSoft just release a digital version of the PS3 game on the PS4 and PS5 storefronts and keep the servers going. Maybe even patch the PS3 game with some of the ease-of-use features that were added for the PS5 remake. I'm still on the fence about Silent Hill 2 and Resident Evil 4, since those remakes might take enough creative liberty to justify their existence (assuming they don't shit the bed in doing so). As such, I did not buy this remake of Dead Space retail. I bought a used, second-hand copy in order to save a few bucks and to not give money to EA (and so as not to seem to give implicit support for this trend of unnecessary remakes).

Coming off of Callisto Protocol, Dead Space feels like a masterpiece.

All that being said, having just recently come off of playing through The Callisto Protocol, the difference is night-and-day. This Dead Space remake is, by far, the much better game. It's a good remake of a good game, and it's a good survival horror game in its own right.

Mostly how I remember it

Dead Space is a pretty straight-forward, by-the-numbers recreation of the original game, with only a few creative liberties taken. It's still a 3rd person shooter built around the challenge of shooting off the limbs of zombies and monsters instead of aiming for the center of mass or going for head shots. The story, mission structure, map, and many set pieces will all be completely recognizable to anyone who played the original game, even though some things here and there might be a little different.

As such, pretty much any review of the original Dead Space still holds mostly true here. All the things that I liked about the original game are still present. Unfortunately, I never reviewed the first Dead Space on this blog, so I can't just link you to that. I'll have to just summarize my feelings here.

Isaac is fully voiced and has more agency compared to the original.

The enemies are threatening, and the combat is challenging. The non-traditional weapons, combined with kinesis and stasis and creative enemy design, provide a lot of variety and strategy in combat that goes far beyond just "shoot bad guy in the head". The setting and lighting really help to sell the sci-fi horror aesthetic. The in-universe, diegetic, holographic interface holds up well and never pulls the player out of the immersive environment. The Ishimura itself still feels like a believable, functional place. The story is derivative, cliché, and cringe-worthy in some parts, but I do like the religious undertones and parody of Scientology.

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Grid Clock provided by trowaSoft.

A gamer's thoughts

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.

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