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.

[More]

College football is coming back

I can't believe it's finally actually happening. EA Sports is finally releasing another college football game. After 10 years of having nothing but Madden, fans of video game football will finally have another big-budget, AAA football game to play. Yeah, sure, it's still from EA -- it's not like this is a new 2k football game or anything -- but it's something.

EA has released 2 trailers for EA Sports College Football 25. The first one was just a teaser, with a spokesperson talking about how excited they are to be back, and how much they love college football, how they've listened to feedback, and how committed they supposedly are to making the best game possible. I didn't talk about that initial trailer because there wasn't much to say about it. It was just a bunch of promises from a company that has not done anything in the past 20 years to make their promises mean anything.

The first teaser for EA Sports College Football did not show anything of substance.

Basically, my reaction to that initial teaser, and its promise to deliver "the game this sport deserves" was "Uh huh, sure. I'll believe it when I see it."

Well, now there is an actual gameplay trailer that shows us something of substance. And it's actually pretty good. Honestly, this trailer is better than I expected it to be. Much to my surprise, it did give me some nostalgic goosebumps.

[More]

Tags:, , , , , , ,

Madden NFL 24 - title

Last year, I gave Madden 23 a scolding initial review due to an excess of bugs and A.I. problems, including the broken Interception A.I. slider that resulted in every QB getting picked off 5 times a game. However, after a couple months, many of the most egregious issues with the game had been fixed by EA, and I came to realize that I was still playing the game long after I have usually given up on it in previous years. And dare I say, I might even have been kinda sorta liking it.

In particular, I praised the game for actually taking critical feedback of previous years' games to heart and iterating and improving on old ideas that hadn't quite worked out. Targeted passing, tackle battle, throw-out-of-sack animations, and in-season college scouting were all mechanics that were introduced in recent years, but which weren't well-received in their debut games. Instead of completely abandoning those features, EA actually seems to have looked at the criticisms, re-examined those mechanics at fundamental levels, and improved them such that they all are both better-playing game mechanics, and also more closely model the sport of football. Further, the new motivations and tags feature managed to add a tiny degree of humanity to the player rosters, making the players feel slightly more like actual people with their own wants and desires, and less like simple commodities to be bought, sold, and traded by the old, rich, white men who run the NFL.

It seemed like EA and Tiburon were finally putting a degree of thought and effort into the game.

I eventually started to come around to kinda sorta liking Madden 23.

So if Madden 23 ended up being moderately successful at iterating on older ideas and actually making them work better, without really introducing a whole lot that was genuinely new, then I was open to the idea of Madden 24 potentially doing the same thing. If there's not very much new, but the stuff that is old just works better, then I might actually be willing to give Madden 24 a fairly positive review. And this seems to be the approach that EA and Tiburon took with Madden 24 ... except that it doesn't work better.

A patch for last year's game?

Almost everything new to Madden 24's gameplay takes the form of subtle, barely-noticeable upgrades to the "Fieldsense" and tackle physics mechanics introduced in last year's game. In Franchise, there are a few tweaks to free agency and trade mechanics, and coaching skill trees have been expanded. That's pretty much it!

This is little more than a $70 patch for Madden 23.

And ... OK ... that could be fine. I've long asked for EA and Tiburon to take a few years to rebuild Madden's fundamentals, instead of shoe-horning in new features that further complicate the mechanics and code base. If that results in a much better football game at fundamental levels, then it would be worth it. But this isn't better fundamental football. It's incremental, barely-noticeable upgrades over last year's game.

Supposedly, blockers are supposed to be smarter at picking who to block. Defenders are supposed to be able break on short routes, and supposedly can't make blind interceptions anymore. There's supposed to be new fumble recovery animations. The biggest supposed change is that defenses are supposed to be able to adjust better to the user's play-calling. But I just don't see much -- if any -- difference in any of these areas.

It's the same wonky physics that can be completely canceled if the game choses an incompatible animation, or which allows the ball to magnetically attach to players' hands.

It's the same play-calling logic that is overly-reliant on passing the ball 20+ yards down the field.

It's the same blocking and defensive logic that can be easily exploited with money plays or hot routes, and which never learns or adjusts to what the user is doing.

CPU QBs still run around and take massive sacks.

It's the same cheating, rubber-band A.I. that inflates scores and stats, and which isn't properly balanced for full-length, 15-minute quarters.

It's the same idiotic team-building logic that causes CPU-controlled teams to release their MVP franchise QB and then use up even more cap space to sign 5 over-paid, mediocre replacements.

It's full of the same stupid shit like quarterbacks dropping deeper into the pocket and taking 15 yard sacks against blitzes, defenses being completely incapable of defending inside-breaking routes, linemen being unable to block outside running plays, and all the same stuff that has been frustrating gamers for years.

And every one of those things listed above is something that was supposed to have been improved in this year's game. But I don't notice much -- if any -- difference.

In fact, about the only things that I notice that seem different about the on-field action is that there are now referees on the field again. And hey! One of the refs in each game is even a woman! So there's finally some tiny amount of gender representation in Madden. And the other change that I've noticed is that players like to push and shove each other around a lot more after plays, but the new refs never bother throwing flags for personal fouls.

Referees are back on the field, and there's even a few variations of women referees.

Oh, and I guess running quarterbacks are better at holding onto the football. So I'm a lot more secure in running designed QB runs, options, and bootleg scrambles with the likes of Lamar Jackson or Justin Fields. So that's something, I guess...

[More]

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?

[More]

Madden NFL 23 - title

I have a confession to make ... a confession that I don't make lightly...

I'm actually kind of enjoying Madden 23.

No, I'm not ready to say that Madden 23 is better than NFL 2k5 or All Pro Football 2k8, or Madden 2006. Nor am I going to say that it currently represents a "good" football simulation. I wrote a scathing review back in September, and I stand by that review. Especially as a time capsule of the messy state of the game at release. Don't worry, I'm not about to become a Madden apologist or fanboy, and my criticisms of the series (such as my video series "How Madden Fails At Simulating Football") will continue into the foreseeable future.

Madden 23's biggest issue at launch was the broken "Interception" A.I. sliders that caused both CPU and user DBs to make frequent impossible interceptions. This one bug completely defeated the entire purpose of the new passing mechanics. It doesn't matter where I place the ball, or how hard I charge the accuracy meter, if a DB can, in a single frame of animation, overcome 5 yards of separation to make a blind swat or interception. It took until October before that was fixed, and the game was made reasonably playable -- which is, frankly, inexcusable.

And beyond the broken Interception sliders, there's still a litany of complaints which have not been fixed, and which I do not expect to see get fixed anytime soon.

But I'm not here to complain about all of these problems -- many of which have been in the game for years now. And I don't blame you if any one of these, or the combination of them, makes Madden 23 dead on arrival for you. I'm not going to try to convince you to give Madden 23 another shot, and I still recommend that if you do buy the game, that you please buy it pre-owned so as to continue to put financial pressure on EA to show consistent improvement. Believe me, there are plenty of people eager to get rid of the game on eBay.

Instead, I want to express my surprise that I'm still playing the game. I want to share some of my observations about the gameplay. And I want to highlight some of the subtle indications that EA and Tiburon might actually be learning from past failures and criticisms of the game -- including criticisms that I, myself have levied against them.

I've posted this as a video on YouTube already, and I'm not going to transcribe the entire video here. I will instead just summarize my thoughts on the game (as of the time of this writing), and will encourage you to watch the full video for a more detailed explanation of how I feel about the present state of Madden NFL 23.

The full video is available on YouTube.
[More]

Tags:, , , , , , , , , ,

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 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.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

Random Post

Suggestions for allowing specialized zoning in Cities Skylines IISuggestions for allowing specialized zoning in Cities Skylines II03/10/2024 One of the biggest criticisms of Cities Skylines II since its release last fall, has been the lack of expressive options for the player to customize the look and feel of your city. The sequel lacks a lot of the content that was in the first game. But considering that the first game had a 10-year life span, during which it received...

Month List

Recent Comments

Comment RSS