
After the disappointment of College Football 26, I wasn't sure if I would care enough to play this year's Madden. If the college game that everyone was excited about and praising last year somehow managed to get worse this year, that didn't bode well for Madden. As usual, I waited a couple weeks and bought it used, then still put off playing it for another week or so. After having to click through multiple advertisements for Ultimate Team and the stupid Season Pass, getting into the actual game didn't make me feel any better.
Just like with College Football 26, my single, biggest problem with Madden 26 (at release) is the inability to run the ball. Just like with the college game, blockers seem incapable of holding blocks, and defensive pursuit is uncanny good. There's like 3 run plays that even seem viable: draws from shotgun, read option keepers, and 01 Trap. With almost every other run play that I call, there is always a defender in the gap. Unless you are able to quickly react to cut back, or you have the stick skills to make a move or break a tackle in the gap, you'll be lucky to average more than a single yard per run.
That's the case for the user, anyway. For the CPU, every inside running play seems to break for 20 yards, and the CPU running back will successfully juke at least 2 defenders every play.
People online are saying that in order to run the ball, you need to utilize the new "Untarget Defender" feature in order to force your blockers to ignore backside defenders in favor of sending an extra blocker to the play-side. There are a few problems with this. First and foremost, as a matter of principle, I should not have to change the blocking assignments every single play in order to get competent blocking!
Running the ball was borderline impossible when the game launched.
Madden also doesn't bother to teach or explain this new "Untarget defender" mechanic. Unless you pay attention to pre-release promotional material, you probably won't know that this option is even available. It isn't documented anywhere, and there's no tutorials for it. I had no idea about it until I went online looking for advice on how to run the ball. Worse yet, this option is located under the "Pass Protection" pre-play menu, which means that a lot of users might not even realize that this feature can be used to modify run blocking assignments.
Almost as important is the fact that, unlike College Football, Madden does not show the actual individual blocking assignments of your blockers on running plays. It does for [most] pass plays, but not for run plays. I have no idea who the offensive line is actually going to try to block, so how am I even supposed to know that I should be modifying the blocking assignments? Or how am I supposed to know that the Untarget Defender command is even working?
The coach cam can show pass blocking assignments,
but not specific run blocking assignments.
If it ain't broke, break it!
Or at least, that was the case when the game released. In mid-September an update was released that seems to have inverted that problem so that running the ball is easy for the user, but the CPU cannot run the ball to save its life. I've had to reduce my Run Blocking sliders down to 20 or below in Franchise just to make CPU run defense competent, while tuning CPU Run Blocking into the 70s or higher just to make it so that the CPU running backs can gain positive yards.
Unfortunately, setting this slider so low leads to recurring problems where my own blockers will cut right in front of my running back right as he hits the hole. This is particularly annoying with receivers or tight ends who go in motion across the formation, away from the run, only to U-turn as soon as the ball is snapped and run through the hole as if to lead block. Despite there being a huge hole, my running back runs right into the back of one of my own players, has all his momentum stopped, and gets dragged down by a backside defender. It doesn't happen every time, but it happens frequently enough to really get on my nerves.
Maybe I would be able to fix some of these problems if the game would only let me see who each of my blockers is supposed to block on running plays. Then, maybe I could use the "Untarget Defender" function to force my pullers to block someone else, so that they don't get in my running back's way. But I can't do that because I have no idea who each of my blockers is actually supposed to block!
It would be really nice if publishers would stop being so reliant on post-release updates, and would actually put some QA effort into their games before they launch. That way, I wouldn't keep feeling like I have to write 2 fucking reviews for every one of these damn things!
[More]
0d5ea681-04d5-4ad7-847d-327d1cb1956b|0|.0
Tags:Madden NFL, Madden NFL 26, Electronic Arts, EA Sports, football, franchise, coach, gameplan, playbook, play sheet, practice, wear and tear, injury, special teams, longsnapper, training camp, mini-game, halftime, highlight, Rich Eisen, Saudi Arabia, Jered Kushner

This is a follow-up to the previous topic, in which I talked about gameplanning, and Madden's general failure to simulate the process of gameplanning for an opponent. This time, I will be talking more about the procedural element of preparing for the next opponent, which is the various practice and preparatory tasks that coaches and players perform in the week leading up to a match. Weekly practice is something that Madden also currently fails to simulate. But it's also something that Madden (and other football games from other developers) has made multiple attempts at emulating in the past. Some of the previous solutions that EA came up with are, in my opinion, much better than what is available now.
Skill Trainer was good practice!
I will begin by actually ranting about something that I like in modern-ish Madden!
Up until a few years ago, Madden's Franchise Mode allowed the user to play Skill Trainer drills for offense and defense as your weekly practice. In general, I love the Skill Trainer in Madden! I genuinely think that it is one of the best features that has ever been included in any sports video game ever. In addition to acting as a series of gameplay tutorials, the Skill Trainer also makes an effort to teach some basic football concepts and strategies to gamers. The Skill Trainer teaches users things ranging from how blocking schemes work, to how to read the conflict defender on option plays, to how to read different route combinations against different defenses. And it also teaches some defensive concepts such as how to play as a force or cutback contain defender, and which defensive coverages are designed to stop which route combinations, and much more!
The fact that EA used to incorporate these tutorials into Franchise Mode was especially genius. Each week, you could choose one offensive and 1 defensive Skill Trainer drill to run. Depending on how well you performed in the drills, your team would get scaled ratings boost whenever you call the relevant plays in the upcoming match. This allows the player to take the role of a coach and choose specific concepts to practice and focus on in a given week, depending on the relative strengths and weaknesses of the opposing team. If that sounds a heck of a lot like how I described actual NFL gameplanning in the previous installment, then yeah! That's kind of the point! Madden used to do this, and do it fairly well, but it doesn't any more.
Skill Trainer drills used to be part of Franchise's Weekly Training feature.
A few years ago, EA changed the Weekly Training feature in Franchise and removed the Skill Trainer. Now you choose very broad, vague concepts to practice, such as "defend inside run", or "throw the ball deep", instead of more specific concepts based on an individual team's scheme. Ironically, this new Weekly Training menu gives a more detailed scouting report of opponent tendencies, that would have worked better with the old training mode using the Skill Trainer. It actually shows which concepts the opponent runs most in different situations, which would have helped the user choose which Skill Trainer drills to run. Now, we have this extra information, but no Skill Trainer drills; and the more vague practice categories don't relate directly to the tendencies listed in the new scouting report.
[More]
0514cd00-46df-4662-a54d-675a04073edb|10|3.6
Tags:Madden, Madden NFL, Madden NFL 25, EA, EA Sports, Electronic Arts, football, simulation, sports, coaching, strategy, gameplan, playbook, practice, injury, mini-game, skills trainer

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.
[More]

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.
... [More]
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

I recently wrote about the ongoing lawsuit between Ed O'Bannon and the NCAA regarding player likenesses for college athletes (and compensation for college athletes in general). While it seems unlikely that any college football games will be made using the NCAA license while this lawsuit remains unresolved in appeal limbo, it does seem inevitable to me that EA will eventually start making these games again. Hopefully, it will come with the ability to include real player likenesses, but that is likely to depend on the outcome of any appeals and the willingness of the NCAA to include real player likenesses in games. Video game sales seems far too lucrative an exploit for the NCAA to pass up, so I highly doubt that they'd simply refuse to grant their license.
Operating under the assumption that EA will go back to making NCAA Football games within the next few years (hopefully as early as NCAA Football 18), I'd like to start talking about the kinds of things that I'd like to see in such games.
It's been three years without a college football game. It doesn't look like we'll be getting one for 2016 either.
But hopefully a new entry in the series is only a year or two away...
Legacy features that must return!
I don't expect all the old features to return, and even the ones that do return might not be the same as in the older games. But here's the things that I think the game should absolutely have in some form or another (hopefully similar to previous games):
- In-season recruiting in dynasty
- Redshirt players
- Export draft class to Madden
- Conference re-alignments
- EA Locker: Roster sharing & Team Builder
- Custom stadium sounds
- "Toughest places to play"
Roster-sharing might seem unnecessary if the result of the lawsuits means that EA can actually license the rights to player likenesses. But it's unclear how that would work. There is no college football labor union (equivalent of the NFL Players' Association) that I'm aware of, so either the NCAA would have the rights to license all of its players as a collective, or it would be the responsibility of the game-maker to individually license each and every player. Hopefully, it's the former. But if it's the latter, that leaves open the possibility of individual players refusing to grant rights to their likenesses, which means they won't be included in the game. Would EA simply remove them from the roster? Or replace them with some generic player? Or go back to using "QB #10" as that player's name? Worse yet, would the game-maker even bother to approach all the athletes, or would they just settle for the key players from elite schools?
In any case, college football rosters are often in flux right up to the start of the season, and many teams need a few games before they settle on a final depth chart. So the ability to share roster updates means that the user base can keep the rosters up to date if EA uses outdated rosters.
Hand-me-downs from Madden
Madden is now a few years ahead of NCAA Football, and the past few years have actually seen a decent improvement in the quality and depth of the game. Of course, I'd like to see a lot of features from recent Madden games also get imported into any future NCAA Football games:
- Tackling / physics engine
- Improved running, receiving, QB throw-placement, and defensive play
- Player experience and confidence (needs to be much more volatile though)
- Skills Trainer, augmented with college concepts such as the option
- Stadium upgrades and renovation
Just please, for goodness sake, don't force another Ultimate Team gimmick down our throats!... [More]
932c29e9-295c-4a37-b386-90a4f39df8e5|8|3.6
Tags:Electronic Arts, EA Sports, NCAA Football, NCAA Football 14, college, football, NCAA, Madden, Madden NFL 17, playoff, championship, Bowl Championship Series, national championship, dynasty, coaching, learning, technique, kids, redshirt, practice, training camp, spring ball, roster, option, women, gender, gender equality, Katie Hnida
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