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Madden NFL 18 Video - Falcons vs. Cowboys (SimFBallCritic)

Madden NFL 18

Madden NFL 18 Video - Falcons vs. Cowboys (SimFBallCritic)

SimFBallCritic has posted another Madden NFL 18 gameplay video. This one featuring a CPU vs. CPU matchup between the Atlanta Falcons vs. Dallas Cowboys.

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  1. extremeskins04

    Just to note, veteran QB's are just standing there in the pocket not getting rid of the ball and just taking sacks, like last year is getting really old.
    Watch at 3:23 and 7:00
    I have NO idea how this still isn't fixed yet. There's no awareness, no hurrying to get the ball out like a veteran QB would. Come on now.
    Also, in almost every video of gameplay i've watched there are a ton of fumbles. Wasn't that supposed to fixed too?

    Yeah, both of those were bad, especially the Dak one. Looked like he may have had room to run it in for a score. Yikes.
    Lack of movement and awareness in the pocket is the most noticeable thing throughout the video. Animations were very herky-jerky as well, especially the dropbacks. The QBs also didn't really move in the pocket at all or scan the field; they just kinda stood there flat-footed. Little things like that would go a very long way to improving the aesthetics of the game.
    Also, the playcalling was questionable when comparing both teams to their real life counterparts. The Falcons were fairly run-heavy, while the Cowboys didn't seem to run at all until the fourth quarter. Obviously the footage was cut up, but it was still weird that Dallas didn't really use Zeke at all on that first drive.
    Lighting and textures look fantastic, but the animations and AI are way behind the times.
    That kickoff return to start the game happens because #42 is looking for a person to block, apparently, and actually goes right past the kick returner. Poor logic there.
    4thQtrStre5S
    This might be an issue with the QB traits of senses pressure and forces passes ?

    U know, it might be. I know I've heard others discuss this for 17. I don't think anyone ever had an absolute solution? Unless, maybe it was to set ALL QBs to sense pressure always.
    I didn't play with sliders or traits much last 2 years, because most of the play was good enough. 16 had much better CPU QB play, for some reason. But, I'm trying to recall maybe as far back as 25 when I played with the sliders HEAVY all year long. And, I do think I noticed something that gave better pocket awareness was actually lowering human tackle. It's almost as if this corresponds to increasing a 'possible tackle threat zone' around any player with the ball. So, the lower the tackle slider, the more 'elusive' or the more 'aware' the QB was to threats, and from what I recall (long time ago, I know, but seriously, I was bound and determined to make amazing sliders for 25 ), really amped QB play in general. QBs took off faster out of pocket and/or upfield. And, they even simply stepped in the pocket to minimize the pressure. So, that might be something to try. Obviously, it will also affect other tackling aspects, lol. But, that's what sliders are for, giving people the old slideritis!
    I think, also, one of the other major trends I noticed that year was pass blocking as well. If u upped CPU pass blocking, it didn't always make them block for 10 seconds or something. But, it almost seemed to me that it sort of said, 'pass blocking is better, so no sack happens'. Because of that, again, the QB would get rid of the ball faster, I believe I noticed.
    Believe me when I say that I would hate to screw with sliders again, because it became such a nightmare. And, then a patch would break them a little or a lot, lol. But, those were 2 things that I recall might've helped.
    Sent from my iPhone using Tapatalk
    El_Poopador
    Lack of movement and awareness in the pocket is the most noticeable thing throughout the video. Animations were very herky-jerky as well, especially the dropbacks. The QBs also didn't really move in the pocket at all or scan the field; they just kinda stood there flat-footed. Little things like that would go a very long way to improving the aesthetics of the game.
    Also, the playcalling was questionable when comparing both teams to their real life counterparts. The Falcons were fairly run-heavy, while the Cowboys didn't seem to run at all until the fourth quarter. Obviously the footage was cut up, but it was still weird that Dallas didn't really use Zeke at all on that first drive.
    Lighting and textures look fantastic, but the animations and AI are way behind the times.

    QBs aren't moving, huh? Maybe they ARE using target passing.
    I know the devs said they don't, but it is funny to see old robo QB back. Or, should we call him Statue back or something. Lol. Oy. Madden, madden, madden. I've played u for roughly 20 years, and u still amaze (in a mostly neg way). Lol
    Sent from my iPhone using Tapatalk
    OhMrHanky
    U know, it might be. I know I've heard others discuss this for 17. I don't think anyone ever had an absolute solution? Unless, maybe it was to set ALL QBs to sense pressure always.
    I didn't play with sliders or traits much last 2 years, because most of the play was good enough. 16 had much better CPU QB play, for some reason. But, I'm trying to recall maybe as far back as 25 when I played with the sliders HEAVY all year long. And, I do think I noticed something that gave better pocket awareness was actually lowering human tackle. It's almost as if this corresponds to increasing a 'possible tackle threat zone' around any player with the ball. So, the lower the tackle slider, the more 'elusive' or the more 'aware' the QB was to threats, and from what I recall (long time ago, I know, but seriously, I was bound and determined to make amazing sliders for 25 ), really amped QB play in general. QBs took off faster out of pocket and/or upfield. And, they even simply stepped in the pocket to minimize the pressure. So, that might be something to try. Obviously, it will also affect other tackling aspects, lol. But, that's what sliders are for, giving people the old slideritis!
    I think, also, one of the other major trends I noticed that year was pass blocking as well. If u upped CPU pass blocking, it didn't always make them block for 10 seconds or something. But, it almost seemed to me that it sort of said, 'pass blocking is better, so no sack happens'. Because of that, again, the QB would get rid of the ball faster, I believe I noticed.
    Believe me when I say that I would hate to screw with sliders again, because it became such a nightmare. And, then a patch would break them a little or a lot, lol. But, those were 2 things that I recall might've helped.
    Sent from my iPhone using Tapatalk

    I stopped testing sliders after M16; it was just too frustrating. As you pointed out, adjusting one slider would affect another area that was unintended, or unexpected.
    Hopefully this issue can be adjusted in a simple Tuning update.
    The Dak one was ugly. He's especially mobile in real life. I recall in 16 if you made the QB 'trigger happy', it helped solve this. Lab time until they come out with a fix.
    Just like Practice Mode, gameplay in Play Now plays so much different than in CFM, even though there's Tuning that affect all Modes.
    There's just other mechanis inside CFM that help drive AI variables that are not applicable outside the mode.
    Are there any videos of gameplay inside CFM since that's what I play?
    Jershy88
    The Cowboys helmets don't look very good with the lighting :(

    While the lighting looks great, the Cowboys uniforms and helmet look way off color wise. No way pants are that silver, they actually have a greenish hue which Madden 17 nailed perfectly.
    As for gameplay? It says sim mode but it looks arcade-like. No gap discipline by Falcons on Switzer's TD and Freeman suddenly jet packs thru the defense at an impossible speed. QB's show almost no pocket awareness and appear to be fitted with concrete shoes. Lastly, not one timing route thrown by either QB?
    Thanks very much for posting this. Much appreciated.
    Lack of movement and awareness in the pocket is the most noticeable thing throughout the video. Animations were very herky-jerky as well, especially the dropbacks?

    I'm hoping that was just the video it was captured on. If not, i thought this game was going to be smooth as molasses with the frostbite engine. I really don't see any difference between frostbite and ignite.
    SageInfinite
    Who Catches a ball like that? LOL

    This is why we need body catches in the game. EA has to compensate on some catching situations due to the lack of catching animations/body catches, which is why you occasionally see awkward catching animations like the one in this pic. I've been saying it for years, not all catches are made cleanly with hands. Players like Michael Irvin were known for using their body to shield defenders off while going up for a catch & pulling it in with their body. This is long overdue in Madden.
    El_Poopador
    Lack of movement and awareness in the pocket is the most noticeable thing throughout the video. Animations were very herky-jerky as well, especially the dropbacks. The QBs also didn't really move in the pocket at all or scan the field; they just kinda stood there flat-footed. Little things like that would go a very long way to improving the aesthetics of the game.
    Also, the playcalling was questionable when comparing both teams to their real life counterparts. The Falcons were fairly run-heavy, while the Cowboys didn't seem to run at all until the fourth quarter. Obviously the footage was cut up, but it was still weird that Dallas didn't really use Zeke at all on that first drive.
    Lighting and textures look fantastic, but the animations and AI are way behind the times.

    QB dropbacks need to be completely overhauled in Madden. The QB's drop back way too fast. I was told that EA purposely designed the game with these unrealistic super fast drop back animations to make up for some of the issues/flaws with the blocking in the trenches. Either way they need to be redone.

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