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The 4 Best and Worst Things We Know About Madden 18 So Far

Madden NFL 18

The 4 Best and Worst Things We Know About Madden 18 So Far

Hope springs eternal as another year of Madden brings about the same usual excitement and unrealistic expectations that this year will finally be the one that EA gets absolutely everything right and makes a perfect football video game. Of course, there are sure to be the typical gripes and complaints about it once the fans get their grubby paws on the game on August 25th (or August 22nd for those who pre-order the G.O.A.T edition) and begin to pick every little thing apart, but at least for now we can all be filled with a sense of cautious optimism. Based on all of the details that have trickled out about Madden 18, here are the top 4 best and worst things that we’ve heard about the game up to this point.

THE BEST

Frostbite Engine

The transition of Madden to the Frostbite engine may have set the community abuzz upon its announcement but many casual players were probably left wondering, “Wait, what’s this thing now?” Without getting too technical about the ins and outs of the engine (because frankly, I can’t), what this means is that we can expect Madden 18 to have the same kind of crisp and dynamic visuals that the state-of-the-art engine has previously brought to other EA titles like Battlefield 1 and FIFA 17. Yes, it may not be all that finely tuned just yet given that this is its first year being employed but we should still certainly expect to see a better presentation to Madden this year.

MUT Squads

Madden players have been looking for the opportunity to team up with friends on the gridiron to engage in some co-op football for a while now and Madden 18 will finally grant them that wish. Conceived as a 3-vs-3 experience, the MUT Squads mode will see players taking on the roles of offensive captain, defensive captain and head coach. The offensive captain brings in the roster on offense and calls the plays on that side of the ball, the defensive captain does the same on the other side of the ball and the head coach chooses the stadium and uniforms while determining the results of penalties. Sure, the head coach seems like he may not have as many responsibilities, but everyone is free to control whoever they want once the play gets going. While the mode is sure to see people online sniping at teammates and eventually quitting prematurely, it sure sounds like it will add yet another welcome dimension to online play.

DB Improvements

Every year, one of the biggest issues people have with Madden is that AI defenders can be easily exploited if you know their limitations. Madden 18 attempts to remedy this problem yet again by upgrading the abilities of those defenders to have them show more awareness in zone coverage and stick closer to receivers in man coverage, hopefully even on those dreaded corner routes where they’ve been especially vulnerable in the past. In addition, it’s now possible to put your defensive backs in better spots by matching them up against receivers based on a few different factors, like overall rating and even height. This year also allows defensive players to play press coverage on tight ends, which will be absolutely vital when trying to defend bigger and more athletic players at the position like Rob Gronkowski or Travis Kelce.

3 Distinct Play Styles

For years, it’s always seemed that Madden has been forced to straddle the line between different styles of game-play in an effort to appease different fan-bases, leaving pretty much everyone relatively unsatisfied in the process. But that all changes this year, as Madden 18 allows players to choose which style of game-play suits them best. Hardcore sim players can choose to have the game be a close representation of what they see in the NFL by using simulation mode, which will see the game determined more by players’ ratings than anything else. Online players will be more likely to favour a competitive mode that will depend more on the stick skills of the players involved while minimizing the input of the ratings of the players on the field. Finally, arcade mode should satisfy more casual fans that aren’t interested in having the game mirror anything resembling real-life football but will instead allow them to go out there and put up huge offensive numbers without having to worry too much about the finer points of the game.

THE WORST

Longshot

Madden 18 has leaned hard so far on its new Longshot career story mode in the run-up to its release, which is probably to be expected considering it has the potential to attract new people to the game. But as someone who has played Madden pretty much every year for as long as I can remember, consider myself a little skeptical about it. EA developers have touted from the very start that this will be a sort of interactive movie, complete with big-name actors like Moonlight’s Mahershala Ali and multiple endings depending on how you choose to play things. This may be somewhat of a novel way to handle the sport game’s now requisite career mode, but the trouble is that the mode apparently ends before you actually get to the NFL. Even if you enjoy watching cut scenes more than actually playing the game, it still seems like a drawback that you can’t actually take your character all the way to the pros like in other career modes. It’s almost as if you were watching a movie that ended right before the climax. Of course, this might only be the prologue to a second part in next year’s game and could be way more enjoyable than I am initially giving it credit for, but my gut reaction is that this mode will be a disappointment for Madden veterans.

Lack of Game-play Video

Because Longshot has been the mode EA has chosen to showcase so prominently, we haven’t really been afforded the chance to get a sneak peek at much of the game-play from Madden 18. Though developers previously indicated that that we could likely expect to see some footage from the game sometime between July 15th and July 20th, those dates came and went without so much as a glimpse of what the game will look like. While we did get to see a few leaked off-camera videos to whet our appetite and the newest trailer that was just released does provide a bit of an overview of some of this year’s new features, it would be nice to just be able to watch a proper demo game that would better illustrate how this year’s game really plays on the field. Chances are that we will be getting something like that soon enough, but it’s been hard for fans to not read too much into this and suspect that maybe EA is trying to hide something about this year’s finished product.

Tom Brady as Cover Athlete

This is nothing at all against Brady, who absolutely deserved to be the cover star of Madden 18 after completing an epic comeback against the Falcons in what may likely come to be known as the greatest Super Bowl of all time. But on the other hand, how could EA do this to the GOAT? It was just last year that Gronk was gracing the cover of Madden 17 only to see his season cut short as yet another victim of the dreaded Madden curse and now EA has the gall to put the Pats’ 5-time Super Bowl-winning soon-to-be-40-year old quarterback on the cover. Maybe Brady will be one of the rare lucky ones to escape the hands of the horrific curse (if anyone can, it’d surely be him) but doing this to Brady at the end of a long and legendary career seems to only be tempting fate. If Brady goes down at any point in the season and, god forbid, it puts an end to the career of the future Hall of Famer, EA can expect to get plenty of hate mail from the Boston area and it will only lend further credence to the idea that the curse is indeed very real.

Target Passing

This is admittedly a tough one to judge at this time without actually being able to use this new mechanic for ourselves yet, but for now I feel the need to file this under the category of “Is This Necessary?” I know many other people are excited for the challenge of a new style of passing that allows users to throw the football to an exact spot instead of aiming it directly to a specific receiver but with the existing ability to lead receivers with passes or throw them balls high or low depending on coverage, I have to wonder if adding one more method of precision passing is just over-complicating the process to the point of tedium. I’m completely prepared to eat my words on this if it turns out that the learning curve is not as steep as expected and/or if the added challenge ends up being more rewarding than frustrating but this is hardly a feature that felt missing from last year’s game or one that seems to remedy an existing problem that needed attention.

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Discussion
  1. Agree with pretty much everything. My only change would be swap out Tom Brady for no specific attention or improvements to CFM, as of right now.
    Hope they have some surprises but not holding my breath
    I didn't even think of target passing just being excess. Only time I plan on using it things like back shoulder fades and the such.
    Sent from my iPhone using Operation Sports
    The only concern I have w/ target passing is that I really wished they explained how QB ratings affect this. Worried that Mark Sanchez and Nick Foles will have the same precision as Brees and Brady. I am also concerned that the user will put the target 12 yards in front of the receiver and the receiver will warp to the ball.
    I completely disagree with the thought on target passing. First off Its an optional mechanic.
    Secondly, the balls not tethered to a reciver anymore! Isnt that what weve been wanting? Im ecstatic and will put in the time to learn it.
    Thirdly, I can understand being apprehensive about a new mechanic but listing it as a bad feature right away without letting yourself get used to it? Bad form!
    This thought process and the complaints behind it are what make the devs scared to try new things and ultimately what led to the demise of the vision cone. Instead of improving it or at least making it optional, they flat took it out. Im afraid this is exactly what will happen with TP. Practice with it people, stop holding the game back, or dont use it, its simple.
    I'm shocked no improvements to CFM isn't on one of the 4 worst things about Madden 18 as that is all I'm seeing about why people here are angry about the new game.
    I actually did not realize the extent of MUT 3 vs 3 with the coaches. I have never been a MUT fan but that addition sounds interesting
    Sent from my SM-G920V using Tapatalk
    I agree that the apparent lack of CFM improvements is concerning.
    But....that isn't the title of the article....the article title is about things "WE KNOW" about the game. We really don't know anything about CFM right now.
    Maybe I am arguing semantics; but to be honest, they could have made a slew of minor tweaks in CFM that we will all love that we don't know anything about right now. Minor tweaks can mean all the difference to CFM folks but not really "move the needle" from a marketing perspective.
    If EA added the ability to change the CPU team to a custom playbook without a two controller workaround, many of us would consider that to be HUGE. But that is not exactly a back-of-box feature.
    JoshC1977
    I agree that the apparent lack of CFM improvements is concerning.
    But....that isn't the title of the article....the article title is about things "WE KNOW" about the game. We really don't know anything about CFM right now.
    Maybe I am arguing semantics; but to be honest, they could have made a slew of minor tweaks in CFM that we will all love that we don't know anything about right now. Minor tweaks can mean all the difference to CFM folks but not really "move the needle" from a marketing perspective.
    If EA added the ability to change the CPU team to a custom playbook without a two controller workaround, many of us would consider that to be HUGE. But that is not exactly a back-of-box feature.

    That's why I specified "significant" improvements. Fixing the controller workaround would be good, but I wouldn't get all giddy over it. The mode needs a lot of work to create a more immersive experience. Minor tweaks are nice, but CFM needs a bit more love than that.
    CFM means a lot here, but CFM took a brutal beating this morning on Twitter.
    People commenting that CFM people know that it's last on the dev list to be upgraded, CFM is on life support, etc.....
    Twitterworld seems to be competitive world all over the place.
    I'd take Longshot out of "Worst" and replace MUT Squads with it in the "Best" category. I think Longshot is going to be really well done and engaging. I will never care about co-op play, especially in MUT (I'd put it in the worst because it seems like a lot of folks who wanted this feature back don't want it to only be in MUT, so that sucks for them)
    Franchise Mode not receiving anything major (which yes, we have been told by the devs that this is the case) is certainly the "Worst" of the things we have found out, and it's not even close for me.
    All I'm pretty much looking forward to is Longshot. Don't care about new engine until they show me something dynamic they can do with it, don't care about target passing, don't care much for coach adjustments, etc.
    No CFM improvements is the worst thing overall about the game. Target passing is a dead feature if it removes ratings but it isn't "bad" in that it doesn't impact me in any way since I'll just turn it off. Longshot is a massive waste of resources but again, I can just not play it. CFM being stagnant for another year is what really hurts the game.
    As others have mentioned, the lack of improvements to CFM, specifically the non-gameplay aspects, has to be the worse. The fact that this is due in part to taking away resources for Longshots and NBA Live is like adding insult to injury.
    What about core gameplay guys? And the sheer lack of videos or any promotion! August is coming in hot and I haven't seen anything official out there yet.  
    While I understand that not everything is great with the new Madden iteration each year and everyone has to decide whether they want to pay 70 bucks, but:
    take a look at what a pile of hot mess the NHL franchise is. I'm happy that there is Madden which is a very solid game itself. You can't say that of NHL for several years now. They fix/introduce one thing but take out other stuff just to re-introduce it later and sell it as 'new feature'. The game doesn't have an in-depth franchise mode (it's VERY, VERY shallow), no roster sharing, no cool missions in Hockey Ultimate Team like they have for MUT (yeah, I play it only offline and don't buy a pack with real money at all but it still makes fun). You could go on.
    I think Madden 18 will be very good fun again. At least for a guy from Europe like me who isn't such an expert in Football like North Americans. :D
    Best
    Legacy Issues
    We don't really know what they are yet but regardless this is something they should be trying to hit on every single year. Every year new problems come up but it's the problems that make you say "that's still an issue" that are the really frustrating ones. So even if there are still some big ones, getting rid of a significant portion of them is a really good step forward and should impact the game in a positive way greatly.
    Frostbite
    Definitely agree with this. Only good things should come from it moving forward and I'm glad to see things like player intro's and stadium shots returning from M12 because of it. Visually the game looks great this year and the capabilities with Frostbite should greatly exceed anything we've seen before with Madden.
    Worst
    CFM
    I don't know how this didn't make the list. I understand nothing is really left of the horse except bone dust and but it still needs to be beaten. I didn't think it could get much worse than last year with the abysmal feature set they rolled out but this year really took the cake. Essentially kicking 65% of your audience to the curb for the year because of Longshot and, of all things, NBA Live is ridiculous to me and yet somehow so fitting for the trajectory of CFM since it's introduction.
    I was tempted to put Longshot and the 3 settings in the worst but I'll wait and see on those. Longshot just because I'm not sold that the return on investment is going to be equal the amount of time and resources they put into. I don't think they should have ever said they've been working on it for four years because that is going to create some sky high expectations when you consider a game like GTAV had five years of development. There's going to be a lot of people that enjoy it but I won't be touching it all.
    And then the three settings just because of the potential they have to absolutely turn the entire community on itself. We haven't even released yet and it seems like every day the two sides are at each others throats over something new and now we're starting to see the devs even showing some angst with the community over it. On top of that there's people within their own communities also going at each other over trivial things and I just think it has the potential to make an already toxic environment even worse.
    I'd add MUT squads to the worst along with no CFM improvements. A lot of negatives for me in madden 18 and the glimpses we've had doesn't show frostbite changing the game from 17 all that drastically either.
    I generally pass on madden or buy used but follow the series because it's football. Some years I get sucked into the hype and am scouring red boxes to give the game shot. This year's game however is the easiest pass since madden 11.
    I like the idea of the target passing, if it works properly and enhances ratings differences instead of negating them. As long as the ball doesn't go exactly to the target 100% of the time, and is dynamic based on the QB ratings, whether you're on the run or set, pressure, etc., it has a lot of potential.
    I really picture it being a way to finally make fades work properly in the back corner of the end zone, as well as back shoulder throws. I just hope that they give the user a little extra time in the pocket to account for the extra input needed.
    kjcheezhead
    I'd add MUT squads to the worst along with no CFM improvements.

    I was going to put MUT Squads into a neutral category just because I won't touch it but it's been something I always saw people asking for. But I can easily see it becoming something that's fun and popular at first but fizzles out really quick and again becomes that mode where barely anybody even plays it. Not only that but the cesspool that is MUT and online gaming will likely be in peak form in that mode as well.
    mmmm, not many people listing best, I see.
    Best
    1. Frostbite- Colors are popping(for me) and players look much better, plus, potential down the road.
    2. Coaching Adjustments(Gameplay or CFM) - I don't really care either way, I've wanted this back in the game for a long time and so has the community.
    3. Legacy Issues 80% fixed- Hoping for no more deer in the headlights speed kills stuff.
    4. Offensive playcalling enhanced- Great addition over the stale playbooks over the past several years.
    4b. WR/DB animations, very nice.
    Worst
    1. No significant improvements to CFM. CFM is strong here at OS, but as I noted earlier, you can tell the demographic is changing on Twitter and Facebook with all the MUT and DC noise. CFM needs to immerse a person much longer vs what we have now.
    2. No significant improvement to QB animations/animations in general- More animations, the better the game will look.
    3. No improvement to weather. We need to get the weather channel back
    4. No offsetting penalties.
    Neutral
    1. Longshot
    2. MUT Squads
    I may not play these, especially MUT Squads, but I'm sure there will be a ton of people that will. ie, see MUT and DC.
    michapop9
    I completely disagree with the thought on target passing. First off Its an optional mechanic.
    Secondly, the balls not tethered to a reciver anymore! Isnt that what weve been wanting? Im ecstatic and will put in the time to learn it.
    Thirdly, I can understand being apprehensive about a new mechanic but listing it as a bad feature right away without letting yourself get used to it? Bad form!
    This thought process and the complaints behind it are what make the devs scared to try new things and ultimately what led to the demise of the vision cone. Instead of improving it or at least making it optional, they flat took it out. Im afraid this is exactly what will happen with TP. Practice with it people, stop holding the game back, or dont use it, its simple.

    Yeah but I want player ratings to matter and the development team clearly stated once you use target passing, it is all user control and QB ratings are null and void.
    So yeah...while I wanted non teathered passing, I want simulation (ratings) to matter heavily in a dice roll on the ability to complete passes. I can learn it and master it (much like meter pitching on The Show and shot stick on 2K) and then make average and below average guys pitch and shoot like elite guys. Not fun for me personally.
    So this is great for the tournament/competitive online crowd, but a useless (but sorely wanted) mechanic for the simulation crowd (and that includes online simulation leagues not just offline CFM vs the AI).
    It's hard to put legacy issues into either category without any gameplay footage. Every year I hear about how ai players will take proper pursuit angles only to see them readjusting with every step or how blocking ai is fixed and then see the lead blockers all ignore the immediate threat to try and block a defender 10 yards away from the play.
    Sometimes fixing an issue creates one too like having defenders hit invisible barriers as a fix to nano blitzes.
    El_Poopador
    I like the idea of the target passing, if it works properly and enhances ratings differences instead of negating them. As long as the ball doesn't go exactly to the target 100% of the time, and is dynamic based on the QB ratings, whether you're on the run or set, pressure, etc., it has a lot of potential.
    I really picture it being a way to finally make fades work properly in the back corner of the end zone, as well as back shoulder throws. I just hope that they give the user a little extra time in the pocket to account for the extra input needed.

    It's not ratings based at all. That is what is a huge let down about it.
    So hopefully next year they make it ratings based on "Simulation mode".
    kjcheezhead
    It's hard to put legacy issues into either category without any gameplay footage. Every year I hear about how ai players will take proper pursuit angles only to see them readjusting with every step or how blocking ai is fixed and then see the lead blockers all ignore the immediate threat to try and block a defender 10 yards away from the play.
    Sometimes fixing an issue creates one too like having defenders hit invisible barriers as a fix to nano blitzes.

    I am only going off of "what we know so far" without video game footage.(I do get your point, although, that's true about anything)
    I did the same with offensive playcalling.
    roadman
    I am only going off of "what we know so far" without video game footage.
    I did the same with offensive playcalling.

    I wasn't singling you out Road. Deuce also mentioned in his best and I think I saw it somewhere else in the thread.
    Just offering my opinion that I can't put it in the best or worst category yet. Fixing legacy issues could be a best for sure, I just think its premature to say they have been with no visual evidence.
    kjcheezhead
    I wasn't singling you out Road. Deuce also mentioned in his best and I think I saw it somewhere else in the thread.
    Just offering my opinion that I can't put it in the best or worst category yet. Fixing legacy issues could be a best for sure, I just think its premature to say they have been with no visual evidence.

    I don't disagree KJ, but you can say that with anything for a top 4 best/worst list on anything that is a month away from release, in my opinion.
    The fact that Tom Brady being on the cover was even a thought, let alone an actual decision that was noted in the Top 4 Worst things about the game is bizarre.
    The cover picture is more important than CFM?
    This 'best' list is difficult to compile for me since I've learned over the last 12 years that just because Tiburon states something is in the game does not mean it works or is implemented the way they make it sound. Sorry, but that's just the honest truth. Usually, Madden sounds amazing every year... until we all start our league up.
    In any event, the things that sound the best to me are the following:
    1. WR/DB and player collision interactions/Animations.
    Player movement and interactions, to me, is the single most important aspect of a sports game when it comes to making me believe that the players are real, living entities. Movement in Madden has been, by far, the worst of any sports game for an incredibly long time. I think it looks a lot better. It's still needs a lot of work, but I think the additional animations will enhance the game. The number of animations can be an issue, but the real problem is the context of those animations. They're very choppy normally and out of context which causes frustration because it doesn't make sense to the user. From what limited footage we've seen, it looks a good bit better.

    2. Graphics

    The graphics in Madden are always excellent. If Madden didn't have to move, it would be the best looking sports game ever.
    3. Target Passing
    I actually really like this addition. I think they did it right with how they made it available ONLY if people choose to use it on a given play. Players who wish to spend the time to master it will have an advantage. This is a step away from the constant baby-ing of players these days and gets us a bit further away from the Fisher-Price football that Tiburon has been creating for the past decade.
    4. Engaged playmaking
    I'm not 100% sure this is REALLY in the game, but one thing that I saw in the trailer was JJ Watt sacking Andrew Luck WHILE he was engaged with an offensive lineman. A lot of guys in our league joke that Madden is kind of like tecmo bowl or 10 yard fight with the binary outcomes between offensive and defensive players. Football games of years past really nailed this and it would be awesome to see this in Madden. It's been very tiring to see defenders only be able to make plays when they are completely unblocked. That's just nothing close to how it happens in real life. I'd love to see this everywhere, especially on the line, which will lead to a more realistic pocket that collapses as well.
    5. Legacy fixes
    Assuming these are actually fixed, this is great. Fix as much of these as you can because the lingering issues have really dampened the experience. Hopefully this is a trend that continues in future releases. Kudos for them addressing at least some of them.
    Now for my worst list...
    1. CFM is absolutely embarrassing
    Sorry, but there is just no excuse for the things that are lacking in CFM. I've played every single football game in existence since the Atari 2600, and I believe that Madden's franchise mode on the PS2/Xbox was the best football franchise mode ever made. The fact that they haven't even come close to this with the power of today and over 5 years removed from the re-do of franchise mode speaks volumes to me about the career mode dev team. I have zero confidence that they will ever get this right. Hopefully I'll be wrong. Highly unlikely...
    2. No offsetting penalties
    I just don't understand this. NFL 2k5 is now 14 years old and it was in that game. When you re-did penalties, why would you build a system to not allow for this? Some may not think it is a big deal, but it is. There are too many omissions like this that are filed under "not a high priority" that it ruins the immersion that this game is so sorely lacking. This is a huge part of football, and there is no excuse that coming up on 2018 and they can't figure out how to do this. Also, if you are going to build a ground up system like their penalty system, build it right so that something like this is easy to add. All of the other great sports games include these types of things that add to their level of immersion.

    3. No stunts on the line

    Once again, how is this not in the game? Allegedly, line play was rewritten from the ground up for next gen, yet here we are on the 5th iteration of next gen and we can't have something that football games 13 years ago were able to provide. Broken record? Yes, going on 13 years of it. This is such a massive piece to football that should simply be a given. Again, if the line play was rewritten, why would this not be included in the design? This is the only NFL game, and we can't do a simple twist on the line? 5 years on next gen should have been plenty of time. Again, it's incredibly frustrating that the elements of football, in the only licensed NFL football game are not considered "high priority". At what point do we need to wonder if football is a priority in a football game?
    4. Challenge System
    See my two items above this. Again, a HUGE part of football on Sunday and it still works the same as it did 13 years ago. Again, really wish they'd stop making FOOTBALL elements take a back seat in a football game to things like Gauntlet, Draft Champions and a story mode.
    Armor and Sword
    Yeah but I want player ratings to matter and the development team clearly stated once you use target passing, it is all user control and QB ratings are null and void.
    So yeah...while I wanted non teathered passing, I want simulation (ratings) to matter heavily in a dice roll on the ability to complete passes. I can learn it and master it (much like meter pitching on The Show and shot stick on 2K) and then make average and below average guys pitch and shoot like elite guys. Not fun for me personally.
    So this is great for the tournament/competitive online crowd, but a useless (but sorely wanted) mechanic for the simulation crowd (and that includes online simulation leagues not just offline CFM vs the AI).

    Not doubting you, but is there a link to where I can read/watch where they say this.
    That's very disappointing, I was really hoping it was similar to the old passing cone where the size and speed of the cone was based on the QB's ratings.
    My personal opinions:
    The good things we know about
  2. The addition of the game styles. Sorry, but I got SO sick and tired of the online folks ruining my sim experience the last several years (endless patches ruining sim play). It got to be pretty obvious last year; patch before online tourney nerfing penalties; patch after said tourney reverting them back. It got so bad that people were going to out-of-box settings; seriously, that should never happen. Separating the settings for people who want to play real football versus that competitive stuff is a HUGE addition.
  3. Frostbite. Don't care about graphics....but do care about player interactions. Based on what I saw last year with FIFA, this could clean-up a lot of the legacy warping/sliding/suction issues. And to me, those things are major pet peeves.
  4. WR/DB interactions. Another area that needed love and got it.

    The bad things that we know about
  5. Not offering an option to make target passing include ratings as part of the equation. Maybe this was not possible due to programming/design issues, but it is a major let-down.

    Things I want to more info on before judging

  6. CFM. I realize that devs said that no major changes have been made. But if you compare the franchise mode in M15 to M17, it has been infinitely improved already. We all know there is still much left to be done, but even a small handful of minor additions (combined with the improvements in gameplay) could make the mode serviceable.
  7. Legacy "fixes". Curious what has been "fixed". It could be, "OMG, this is great" or "Meh....don't care.".

    Things I don't give a crap about, but acknowledge that others do

  8. Longshot - I love story-based, RPG-style games. I love sports games. I don't give a hoot about combining the two genres. Walking through the life of an athlete doesn't intrigue me in the least.
  9. Anything MUT related. Until the mode allows for customization in quarter length (at least for offline MUT) to allow for a full-length 120-130 play game, I will continue to avoid this mode.
  10. Anything else online related.
  11. Retropyro
    Not doubting you, but is there a link to where I can read/watch where they say this.
    That's very disappointing, I was really hoping it was similar to the old passing cone where the size and speed of the cone was based on the QB's ratings.

    It was in the passing blog. There was a lot of discussion about ratings not affecting the mechanic. Seems like it's been edited out since it's release because the ratings thing isn't mentioned anymore.
    Armor and Sword
    It's not ratings based at all. That is what is a huge let down about it.
    So hopefully next year they make it ratings based on "Simulation mode".

    If that's the case, then that is disappointing. You shouldn't be able to have Peyton Manning/Tom Brady-like accuracy when using a QB like Mark Sanchez or Case Keenum.
    Madden already has trouble differentiating players, and this was a great chance to improve that.
    GiantBlue76

    4. Challenge System
    See my two items above this. Again, a HUGE part of football on Sunday and it still works the same as it did 13 years ago. Again, really wish they'd stop making FOOTBALL elements take a back seat in a football game to things like Gauntlet, Draft Champions and a story mode.

    This is a huge thing for me, along with how the refs report penalties. The commentary doesn't really address the specific play that is being challenged, and at least 50% of the time, the replay doesn't support the call. Then, in the presentation department, they really don't capture the angles, or the TV broadcast feel of challenges. They show 2-3 replays from random angles, often not good angles to actually see what is being looked at, and the ref comes out and says whether or not it stands.
    As far as penalties, how is it 2017 and the refs still can't tell us the specific player the penalty is against, or how many yards it costs and what down it is?
    Worst
    No changes to presentations
    Fireworks as a talking point by EA
    Nothing touched on CFM
    Same old player faces and headshots in CFM
    No Weekly wrapup show :)
    It's lack of CFM and Presentation improvements for disappointment category.
    As for the best I think it has to be the 3 game styles, but not really for this year more for the future and even patch possibility for certain features each group want to see.
    Sent from my iPhone using Operation Sports
    Armor and Sword
    Yeah but I want player ratings to matter and the development team clearly stated once you use target passing, it is all user control and QB ratings are null and void.
    So yeah...while I wanted non teathered passing, I want simulation (ratings) to matter heavily in a dice roll on the ability to complete passes. I can learn it and master it (much like meter pitching on The Show and shot stick on 2K) and then make average and below average guys pitch and shoot like elite guys. Not fun for me personally.
    So this is great for the tournament/competitive online crowd, but a useless (but sorely wanted) mechanic for the simulation crowd (and that includes online simulation leagues not just offline CFM vs the AI).

    Im 100% with every word you said and should of stated that caveat as I have before in other threads.
    As a Pats fan I could care less about Brady being on the cover. The thing I would have put in the "Worst" column is that there has been little attention paid to CFM once again.
    What I would put in the worst column, so far, based on the game play footage at EA Play, is that there appears to sill be suction tackles and tackle animations beginning before players make contact.
    A good point about the game is the addition of Coach Adjustments, at least on paper; looking forward to having that additional control over play actions/play styles.
    The best:
    The different game styles.
    Hopefully the player ratings will truly mean more that what we've seen in the past. This for me alone will add greatly to franchise emersion.
    JoshC1977
    My personal opinions:
  12. CFM. I realize that devs said that no major changes have been made. But if you compare the franchise mode in M15 to M17, it has been infinitely improved already. We all know there is still much left to be done, but even a small handful of minor additions (combined with the improvements in gameplay) could make the mode serviceable.

  13. Honestly, I look at Madden 13 to Madden 17, and compare to what other games have done in five years, it is down right embarrassing how little CFM has changed.
    What has cfm really added in the timeline that wasn't re-added from an old madden? The only thing I can think of is play-the-moment.
    The most useful thing they re-added was full player editing in CFM, and they made that even seem like a chore.
    The biggest change in franchise was from Madden 12-13, and in my opinion it took about ten steps backwards to go one step forward.
    The most frustrating thing to me about Madden is not only is CFM very dull, but the fact that they think what they have now is great. It is almost like they have no awareness as to how much further ahead other sports titles are in the franchise realm.
    jbd345
    The fact that you don't even play in a NFL game in the story mode for a NFL game is mind boggling.

    Don't get me wrong, I think it is messed up that an NFL game doesn't allow you to play an NFL game in its' story mode.
    However... I am hopeful that we will see some things from Story Mode put into CFM in the future. The most exciting thing for me...
    College Football- If I get to play even one play of college football in Madden, I would be thrilled. This could allow for using college logos for presentation in CFM. I would also like to think that they will put more into the draft process for CFM, since Longshots comes off as a "draft process" story.
    If Madden could find a way to incorporate college football in franchise mode, I would be on cloud 9.
    Toupal
    Honestly, I look at Madden 13 to Madden 17, and compare to what other games have done in five years, it is down right embarrassing how little CFM has changed.
    What has cfm really added in the timeline that wasn't re-added from an old madden? The only thing I can think of is play-the-moment.
    The most useful thing they re-added was full player editing in CFM, and they made that even seem like a chore.
    The biggest change in franchise was from Madden 12-13, and in my opinion it took about ten steps backwards to go one step forward.
    The most frustrating thing to me about Madden is not only is CFM very dull, but the fact that they think what they have now is great. It is almost like they have no awareness as to how much further ahead other sports titles are in the franchise realm.

    You had me until the last paragraph, here.
    Are you basing that on one year ago statements?
    Don't you think with the acknowledgement specifically from Duece's mock up plus Shopmaster pounding the CFM drum daily on Twitter to go vote and forward the information to Rex that now they feel there is much more room to improve without admitting it?
    The word is out thanks to Duece and Shopmaster, let's see what the results are.
    JoshC1977
    I agree that the apparent lack of CFM improvements is concerning.
    But....that isn't the title of the article....the article title is about things "WE KNOW" about the game. We really don't know anything about CFM right now.

    We know more about the lack of CFM improvements than we do about whether the new passing mechanic is good, bad or indifferent. Especially as it is also an optional mechanic.
    RogerDodger
    We know more about the lack of CFM improvements than we do about whether the new passing mechanic is good, bad or indifferent. Especially as it is also an optional mechanic.

    Idk. Maybe, they're just being super sneaky about it. What if it turns out they added a ton of stuff to CFM? But, they purposely wanted to keep it under wraps for the diehard fans as a huge surprise?
    Yeah, I don't think so, either. ☹️
    Sent from my iPhone using Tapatalk
    I'm looking forward to Longshot but all of us who are excited about playing some college ball are going to be sorely disappointed I think.
    roadman
    You had me until the last paragraph, here.
    Are you basing that on one year ago statements?
    Don't you think with the acknowledgement specifically from Duece's mock up plus Shopmaster pounding the CFM drum daily on Twitter to go vote and forward the information to Rex that now they feel there is much more room to improve without admitting it?
    The word is out thanks to Duece and Shopmaster, let's see what the results are.

    If you do read Dueces' thread. It starts of with the quote "Franchise is already good."
    The proof for me is what they release in a game. And even last year when their big thing was all the new additions to CFM, we still really didn't receive all that much or anything ground breaking. Not only that, but them pulling John White from Madden to another game has to say something bout how they feel about maddens franchise mode...
    I mean if they started pulling other resources from other games to improve franchise mode like they did with Live, or if they actually had features that other sports games had, then I would buy into them caring a little more about CFM.
    I believe people like Rex and Clint do care about CFM. But someone at EA doesn't care enough to let them actually make the game mode worth playing past one season.
    Toupal
    If you do read Dueces' thread. It starts of with the quote "Franchise is already good."
    The proof for me is what they release in a game. And even last year when their big thing was all the new additions to CFM, we still really didn't receive all that much or anything ground breaking. Not only that, but them pulling John White from Madden to another game has to say something bout how they feel about maddens franchise mode...
    I mean if they started pulling other resources from other games to improve franchise mode like they did with Live, or if they actually had features that other sports games had, then I would buy into them caring a little more about CFM.
    I believe people like Rex and Clint do care about CFM. But someone at EA doesn't care enough to let them actually make the game mode worth playing past one season.

    I'm not denying they said it, Duece's thread was from last year, though.
    One would think they had a change of heart and mind with Duece's mock up, Shopmaster on Twitter and now 2k firing shots with their franchise blog.
    We'll see.
    I'm guessing blocking, the running game,whether or not linebackers still have the ability to jump insanely high and intercept passes that soar over their heads, more accurate placing ofpasses using the targeting system in conjunction with the high and low passing stick (something that is being lost in the debate about the targeting system), are all things that can go in either of the best/worst columns.
    Qcsports4
    I'm guessing blocking, the running game,whether or not linebackers still have the ability to jump insanely high and intercept passes that soar over their heads, more accurate placing ofpasses using the targeting system in conjunction with the high and low passing stick (something that is being lost in the debate about the targeting system), are all things that can go in either of the best/worst columns.

    U know, I thought about the target passing and switching the low/high pass thing for a minute, and then forgot about it. This is a good point and/or is kind of a tough change.
    So, the way I see a pass to WR X working under normal conditions (NO target passing):
    1. Snap ball
    2. Press LB+Up+X for high pass.
    3. So, how do I lead pass? Total control passing? How do I lead an out pattern to the right? If I have to press Up on LS for High pass, how do I also throw right? Or short?
    Yeesh. Yeah, that's awkward. I wonder what they have to say about this. I think they overloaded their LS. I mean, u don't have to use these things, u don't have to use any. I, personally, enjoy the extra control of total control passing and sometimes I highpoint certain routes. With this new target passing, u actually can't do both. Or, if u press LB+Up for a high point throw, does it also lead upfield? By accident?
    Hmm, seriously, what the dealyo?
    Sent from my iPhone using Tapatalk
    OhMrHanky
    U know, I thought about the target passing and switching the low/high pass thing for a minute, and then forgot about it. This is a good point and/or is kind of a tough change.
    So, the way I see a pass to WR X working under normal conditions (NO target passing):
    1. Snap ball
    2. Press LB+Up+X for high pass.
    3. So, how do I lead pass? Total control passing? How do I lead an out pattern to the right? If I have to press Up on LS for High pass, how do I also throw right? Or short?
    Yeesh. Yeah, that's awkward. I wonder what they have to say about this. I think they overloaded their LS. I mean, u don't have to use these things, u don't have to use any. I, personally, enjoy the extra control of total control passing and sometimes I highpoint certain routes. With this new target passing, u actually can't do both. Or, if u press LB+Up for a high point throw, does it also lead upfield? By accident?
    Hmm, seriously, what the dealyo?
    Sent from my iPhone using Tapatalk

    Exactly! Honestly, I had some trouble with remembering to either do my own adjustments in throwing the high and low passing options. So used to allowing the A.I to do that for you, just like in Madden 16. There are a few things that are great about Madden 17 but for me, I found that Madden 16 had the best mixture of a good challenge and a fun simulation, according to how I play (I try to play Madden like I would actual football). Hopefully, Madden 18 brings good things from both 16 & 17 and has it's own improvements to make it truly stand out.
    Remember for a RAC catch your holding x before the catch, so by holding x and left stick direction your controlling RAC direction. I would assume total control passing is still in as long as your not holding x after the throw
    Best -
    MUT squads : as much as i hate mut, the fact that this addition forced the dev team to really dive all in on "desync" issues makes this addition, which I will never use, a big win for my cloud cfm...
    Legacy cleanup: if you are inclined to believe the talking heads at EA (Rex mostly), they spent a ton of time fixing "legacy issues" and while i am kinda salty about QB evade being ripped out and the implementation of target passing (not the feature but how it was done) - if they spent half the time they said fixing legacy issues then this has a chance to be the best playing Madden since ps2.
    Game styles - getting MUT and competitive influence out of sim tuning is amazing, about dang time!
    Reworked Running moves - again, if you believe Rex and co, which I do, the more fluid running moves will be great.
    Worst-
    XP progression is still in the game
    CFM was neglected, it just simply isn't up to par
    No custom draft classes and the "draft board" has no logic
    XP progression is still in the game...

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