This year's edition of Madden football is a modest addition in regards of the gameplay refinements yet again that we have been demanding for as a community. Now is this the complete product that we've all been hoping for at this point? No it's not, but it does once again take the steps toward the authenticity that we've been demanding for over the years. Just how well they execute remainsThis year's edition of Madden football is a modest addition in regards of the gameplay refinements yet again that we have been demanding for as a community. Now is this the complete product that we've all been hoping for at this point? No it's not, but it does once again take the steps toward the authenticity that we've been demanding for over the years. Just how well they execute remains to be seen, as well as what does this game show us in terms of what to expect when the next generation of consoles are released in a few months?
Infinity Engine 2:
In comparison to NCAA Football 14 and Madden NFL 13, the gameplay is definitely cleaned up in regards of what's been promoted. The physics play out in a cleaner, more dynamic fashion. For those that may not recall, the Infinity Engine in principle, is a physics driven engine that's layered on top of all the animations within the game. So, sometimes you'll get dynamic physics-based interactions, as well as scripted animated outcomes, or get a mix of both in some instances, which brings out more organic gameplay. Couple this with the Force Impact System, and now you have the potential to have some of the most violent trucks and Hit Stick tackles occur to date in an EA Sports football title. The intent of the FIS is make that differential of collisions/interactions between players based on speed, weight, and mass respectively on offense and defense in relation to player skill ratings. It's very rewarding to see that big TE or power back bowl over smaller DBs or out of position LBs with trucks and stiff arm punches alike. As well as on defense laying that blind side hit on the QB, or that WR cutting across the middle getting blew up going for a catch by an LB or DB with a good speed and force behind them.
With all these good elements, there are issues along with it. Due to the confines of the animation-based principle of the game, you have situations where scripted animations do overtake the dynamic physical presence of other players. At least the issue regarding the stiff-arm being overpowered is addressed here. Secondly, there's still a good amount of suction tackling taking place within the game as well. I've had instances where players would purposely get shifted into position as a tackle/stiff arm/Truck is supposed to take place in a particular part on the field. Which leads to unrealistically scripted gameplay outcomes on both sides of the ball, an issue that's been hindering EA football for years.
In the near future (hopefully), it would be nice to see EA have more dynamic physics based gameplay that rivals titles like the 2010 title BackBreaker. A game that's based on behavior based interactions with dynamic physics and no pre-determined animations in sight.
"Run Free", and the Option:
For the past few years there hasn't been a truly established run game in regards of precise player movement since Madden football on PS2. The EA themed "Locomotion" technology, hasn't been implemented in the cleanest and authentic fashion like some of their other titles such as FIFA 11-13. They definitely made a nice refinement with the addition of the hard cuts in regards to the directional changes made by the ball carrier. You can see and feel the difference between a power back and a speed back in regards to the ability and sharpness of cutback, juke moves, or just general changes of direction within the game. You still do see some sliding and gliding and players legs quick shifting to compensate for the respective footplant/cut move accordingly. With the "True-Step Locomotion" technology making its debut in Madden NFL 25 next-gen (and in the FIFA 14 demo (to preview): available Sept. 10), we should see the quality of the overall player movement increase dramatically. In spite of the shortcomings, the addition of the new and various juke/spin move combos (utilizing the right analog stick or combined with the precision modifier) nicely adds depth and personality to a vital element of the game that has been long overdue.
In addition to compliment the hard cuts element, you have the revamping of the run blocking AI, so this aids in the blockers making more realistic and logical decisions when blocking downfield and addressing the nearest threat to the ball carrier on running plays as well as QB scrambles out of the backfield on passing plays. The of tandem pass blocking is still an eyesore, but the logic is improved and you see the most realistic pockets and blocking scenarios form in this game that haven't been seen since the Xbox/PS2/GameCube days of EA Sports Football. Needless to say, there's a lot riding on what's shown on next-gen, especially in this area where 2k Sports currently upholds the standard with NFL 2k5 and APF 2k8 respectively.
To expand on the QB scrambling out the backfield, the emphasis on the Option made its way into Madden as well. With the in-game pitch and read keys to look out for prior to the snap. It's nice to see that you have to pay attention to what the defense does whether it's the pitch, handoff, or keeper. Any wrong read and be a cost in yards or possible turnover on a bad pitch.
Formation/Coverage Audibles:
Just something to touch on briefly. This is an element that I'm glad to see make its way into the game and once again makes that strive toward realism and authenticity. In regards of the Formation Audibles on offense, you can only switch your plays according to the package that you're in (ie: can't audible from Goal Line formation to Shotgun 5-Wide). Secondly, on the defensive side, you can make the defensive adjustments slightly faster when switching individual assignments from zone to man coverage. Even though that was a function of old brought back, it was needed, so I'm glad to see it there. Also, the "disguise cushion" option is a nice add as well. That's basically where your DBs may show press coverage, but instead of attempting to jam the WR, they'll play the receiver's route (whether within the zone or man coverage).
Defense:
With all the attention given to the offense this year, there still are some elements to highlight in regards of the defensive side of the ball. The "Heatseeker" control is a new element that aids the user controlled defender with taking the proper angle to tackle the ball carrier. In addition to that, the addressing of proper pursuit angles have finally made their way to being addressed in this year's title. Now you'll see defenders make the proper angles and breakdown accordingly when going for tackles or to cut across the field to swat or pick. Also, the revamping of the dive tackles that add that secondary attempt to stop the ballcarrier if they elusively slip past the defender or in a rundown effort to make that shoestring-esque leg sweep from behind tackle.
It is nice to say that FINALLY the war in the trenches is BACK!! The addition of the respective animations for both the O/D-Line interactions showcase that chaotic, yet violent battle that we've been looking for since best being done (at least in my opinion) in All Pro Football 2k8. Now, you clearly get to see the separation between elite/mid-level/average/poor rushers as they fight to get in the backfield. Once again adding more depth and personality to the overall package.
The secondary play is better than its collegiate counterpart, but still lacks the dynamic, fundamentally sound gameplay that many (myself included) desire. While it's slightly improved, this area needs to be overhauled altogether as you have defenders that legitimately don't react to the ball being thrown right over their head as they look at it. Now, the Read & React isn't bad, but it's most definitely the weakest link by far in respect to all that was done in this game. The DB/WR interactions need to be revamped, as well as the AI across the board. We also need to see the 430 catch animations trigger as there's too many occurrences of mirrored catch animations happening in the game. Hopefully, the next generation of NCAA Football gaming coupled with the IGNITE engine, will showcase a drastic change in the way players react in game with the dubbed "human intelligence" element to the way the secondary reacts accordingly to what the offense gives them.
Overall, Madden NFL 25 gives a decent preview of what to expect on next gen in certain areas. With the next-gen consoles launching on November 15 (for PS4 at least). There will be a lot to look forward to in terms of gameplay expansion. In the mean time, This is a decently progressing football title on this current generation of console gaming.… Expand