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EA Play: Madden 19 Gameplay Impressions

Madden NFL 19

EA Play: Madden 19 Gameplay Impressions

With EA Play happening this past weekend in Hollywood, it was time for the Madden team to show off what they have coming for their annual gridiron release. Gamers from all over the country showed up just for the chance to get an early look at Madden NFL 19, and I was fortunate enough to get a good amount of hands-on time with the game. Since the product shown was obviously a work in progress, this impression will focus mostly on gameplay and mechanics with a few notes on graphics, and also going into more detail on the new and/or important gameplay mechanics.

Real Player Motion Is Not Just A Buzzword 

Player movement has seen a substantial improvement in regards to footwork. Running the ball between the tackles feels good and bursting through the hole is finally working as intended, and I didn’t see any hint of the dreaded trip animation when weaving through the line. On the contrary, when using Jay Ajayi, I saw him putting his hand on the lineman and brushing past him to get through, or he would stutter step in between the line to gain yards. Darren Sproles, on the other hand, would hide behind the lineman and then suddenly cut laterally when I moved the stick in that direction.

I was also able to use ball-carrier moves while making my move out from behind the blocker and chaining ball-carrier moves one after another was far more responsive than I expected. It all made running feel much more organic and more fun than it was last year, and the footwork looked natural. My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf. It’s an odd choice, but overall RPM feels like one of the biggest improvements for Madden NFL 19.

Zone Defense Is Still Hit Or Miss 

Right out of the gate, I want to say that the new Cover 4 Match and Cover 4 Palm plays actually are quite effective. Zone integrity is maintained, and especially on third and long choosing either of these plays helped me get the defensive stop I needed. Cover 3 Match plays were very similar to last season and I didn’t notice a bunch of changes to that coverage scheme. That being said, I was still able to carve up my opponent when Cover 2 was called, and while I’m sure it will be adjusted, it remains a coverage that can be exploited. While that may sound negative, it never felt like I was cheesing like I sometimes felt in Madden NFL 18. Instead, it was more in line with the actual weakness of the Cover 2 defense, namely intermediate plays over the middle. It just seemed like Cover 2 was especially vulnerable to some new wrinkles to defensive gameplay.

From what I saw, the biggest changes to coverage are twofold: Defensive players with their back turned to the play no longer have the psychic ability to break on a pass. They actually have to be facing the offense to make a play on the QB’s release. Personally, that is a welcome addition and alleviates one of the most annoying legacy issues. The second reason is that unlike in past Madden titles, linebackers can no longer single-handedly cover the middle third of the field all by themselves. Maintaining zone integrity is more important than ever this season and, at least in Sim game play style, eliminates some of the more ridiculous user defense that has been present in the past.

Catching And WR/DB Mid Air Reactions Are Going To Be Interesting 

When it came to catching in Madden NFL 18, unintended animations happened far too often and much to the chagrin of the Madden community. At EA Play, those animations were gone and in their place was a much more refined and skill-based system. I had more time to choose which catch style I wanted to use for each situation, and the contextual animations that played out were much more natural and made sense. Sometimes it seemed as if usering a WR seemed very powerful, and it remains to be seen if it becomes a problem to the meta in the final release, but it was never something that seemed overtly unfair.

Mid-air collisions are also a welcome addition and are a refinement of the WR/DB interaction system that was introduced in Madden NFL 18. I saw multiple instances where an actual battle for the ball took place in the air at the catch point. In particular, Alshon Jeffrey went up and high-pointed a pass, and the DB tried to knock the ball out on the way down as they were colliding body to body. It looked more fluid than any interaction that happened last season. Also new is the ability to hit stick a WR as they go to catch the ball. I was actually able to draw a defensive PI because I got there too early. It just further refines the interactions and has the potential to fix the previous lack of PI calls in the game.

Tackling Has Been Improved

Tackling has seen an animation upgrade, and because all players are affected by RPM they look better in terms of player momentum and weight. There were really nice two-man tackles that made sense in the context of the play and added to the overall realism of the game. Hit stick tackles take more timing and skill to pull off and have been animated differently than before so that they look a lot better. There was a clear difference between a hard-hitting linebacker and a finesse CB in terms of how each tackle looked. I had a specific instance where I was able to truck a CB with Ajayi, and he didn’t really lose any momentum like he would have in the past. He blew right through the CB without stumbling and was able to keep running.

The other aspect of tackling is being able to explode out of a strafe on defense. Instead of feeling like the offense always had the advantage, being able to burst out of a defensive strafe made me feel like I was able to meaningfully attack the offensive player and make solid contact. It took me some time to commit to muscle memory, but it helped my defensive game in the long run. One of the things that happens if you don’t strafe burst is that the runner will fall forward on the tackle. It became especially important near the sticks, and was often the difference between a first down and a change of possession. Overall, the changes to tackling feel like they are geared towards adding more agency to the user, and good users will definitely be able to create a skill gap once they’ve mastered the new tackling mechanics.

Miscellaneous Notes

  • I still saw too many block-shed animations for my liking, though the blockers did seem to hold blocks better overall and were better at blocking the right person in the open field.
  • Quarterbacks have new hot route/audible animations that line up with how they are in real life. Sim players will probably enjoy the details but competitive players are going to hate how long the animations can take. The Madden devs are going to review this, and may or may not tweak them if not remove them outright.
  • Speaking of QBs, the one new presentation aspect I saw was a cutaway during the QB introduction to a stat screen with an in-game model of the QB doing different poses and animations — small but cool change.
  • The fumble recovery animations have been cleaned up and look a bit better than last year.
  • Celebrations are a fun addition, and in particular the team celebrations are fun to see.
  • Equipment looks really good. From elastic sleeves to more textured accessories — and down to the correct stitching on the Nike jerseys — Madden NFL 19’s equipment looks great.
  • The PC version will be able to go beyond 60 frames per second and is graphically superior to the console versions. It will also support extra-wide monitors.
  • Keyboard and mouse controls are a bit weird at first but very intuitive, especially mouse-driven directional movements.

Final Analysis

Overall, I enjoyed my time with Madden NFL 19. It’s not going to reinvent the wheel by any means, but it is definitely a bigger upgrade than I thought. Not every change will jump out at you, but there are enough under the hood adjustments to make Madden NFL 19 a much more enjoyable game so far. There will undoubtedly be some tuning done to the game before release, but they’re on the right track and hopefully it’s not like it was last year where too much was tuned. If the game stays similar to the form it had at EA Play, there will be a lot of happy players come August.

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  1. "Quarterbacks have new hot route/audible animations that line up with how they are in real life. Sim players will probably enjoy the details but competitive players are going to hate how long the animations can take. The Madden devs are going to review this, and may or may not tweak them if not remove them outright."
    Stuff like this just pisses me off. Something that adds realism and authenticity, and it's already speculation of it's removal. Make these people adjust to the strategy for realism.
    "My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf."
    I just gotta scratch my head at **** like this. Is it the football bomb from years back all over again? SMH. Just arcade crap they add for no reason.
    Alotta good **** in there though. Looking forward to playing the game.
    I hope they don't remove the QB animations. It looks a lot better this year having QB's audible differently and do certain things before they snap the ball.
    Brooke2011
    I hope they don’t change the QB animations at the line for sim players. I love that individual authenticity .

    This is where these gamestyles should come in to play. Otherwise they are useless.
    XtremeDunkz
    This is where these gamestyles should come in to play. Otherwise they are useless.

    Agreed. Keep it in for the sim game style but take it out for arcade and competitive.
    I believe, from what I heard, is the animations on hot routes was intentionally unintentional which doesn't make sense I know. I think the developers secretly like that it limits the amount of hot routing that can be done, so they are leaving it out there to see the response. I think this is a case where you may see it disappear for comp but stay for SIM.
    As to the article, really enjoyed it as it outlined a lot of things that many people haven't gotten to see yet. I like the mid air collisions and think it could be in the running for underrated addition of the year.The two notes on defense mid article are kind of a big deal that I am glad made it into the article.
    SageInfinite
    "My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf."
    I just gotta scratch my head at **** like this. Is it the football bomb from years back all over again? SMH. Just arcade crap they add for no reason.

    It's not really to the extent of the bomb. It's more akin to the audio stuff they've been doing the last couple of years where when you see a guy pat another player it's extremely audible. Basically like the stuff you see around 1:30 of this video:
    SageInfinite
    "Quarterbacks have new hot route/audible animations that line up with how they are in real life. Sim players will probably enjoy the details but competitive players are going to hate how long the animations can take. The Madden devs are going to review this, and may or may not tweak them if not remove them outright."
    Stuff like this just pisses me off. Something that adds realism and authenticity, and it's already speculation of it's removal. Make these people adjust to the strategy for realism.
    "My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf."
    I just gotta scratch my head at **** like this. Is it the football bomb from years back all over again? SMH. Just arcade crap they add for no reason.
    Alotta good **** in there though. Looking forward to playing the game.

    Yes that will suck, I tweeted at Clint to not remove those animations, but my feeling is that authenticity will lose out again.
    T4VERTS
    I believe, from what I heard, is the animations on hot routes was intentionally unintentional which doesn't make sense I know. I think the developers secretly like that it limits the amount of hot routing that can be done, so they are leaving it out there to see the response. I think this is a case where you may see it disappear for comp but stay for SIM.
    As to the article, really enjoyed it as it outlined a lot of things that many people haven't gotten to see yet. I like the mid air collisions and think it could be in the running for underrated addition of the year.The two notes on defense mid article are kind of a big deal that I am glad made it into the article.

    I was wondering if they could stay for sim and be out for comp, if so then maybe we have a chance of them staying in.
    T4VERTS
    I believe, from what I heard, is the animations on hot routes was intentionally unintentional which doesn't make sense I know. I think the developers secretly like that it limits the amount of hot routing that can be done, so they are leaving it out there to see the response. I think this is a case where you may see it disappear for comp but stay for SIM.

    I think that this is spot on. I completely can understand why the developers put that in there. They want the game to be played like real football. You select a play, maybe a QB is able to hot route one or two guys and then we need to snap it. This is completely sim football, IMO.
    When it comes to the competitive scene, this almost certainly will not fly. I've never been a defensive guru but when you see all the adjustments made on a play-by-play basis with hot routes and changing coverages, you have to ask why do these guys even use a playbook when they are literally changing every aspect of the play?
    I also believe that the release of Madden on the PC is directly related to them wanting to make a splash on the eSports scene therefore making competitive game style that much more important to them. With that said, I hope you're right and they keep it in for the sim game style and remove it for competitive.
    Regarding the QB-specific audible animations; I think this is cool. BUT....

    • I'm worried about how it would be handled for no-huddle. On NCAA 14, there were certain animations at the LOS that would trigger at times (the QB looking towards his receivers to "relay instructions"). This added authenticity...but, they would also trigger at really inopportune times (like when trying to snap the ball with 3 seconds left in the game and no timeouts).
    • I'm skeptical that they can separate these animations between "sim" and "comp" style. We saw last year with the defensive holding animations that animation packages may not be tied into the game styles. I think if they take it out, it will be across the board (I'd love to be wrong about this). That said....
    • I love this as a "governor" for the H2H guys. I know some of them will hate it; but I truly think it is in the best interest of Madden eSports to do this. The watchability of the eCompetitions was horrible last year because from a viewer's perspective, guys were just running the same formation/play over and over...you couldn't see what they were doing to adjust the plays so the entire strategy portion of the viewing experience was gone. So, basically it was watching guys call shotgun/trips, roll outside the pocket and throw bombs a good chunk of the game. It may have done well viewership-wise last year, but I think people are going to begin to tire of the "same ole, same ole", especially with the other eSports being far more diverse and interesting. I just really think that "changing the meta" here would force a dramatic shift in how the game is played and improve the overall brand of the H2H game. If I were running things for EA, I'd take a hard stance on this and force them to adapt; even if you lost a few guys in the process....plenty of others out there to take their places.
    JoshC1977
    Regarding the QB-specific audible animations; I think this is cool. BUT....

    • I'm worried about how it would be handled for no-huddle. On NCAA 14, there were certain animations at the LOS that would trigger at times (the QB looking towards his receivers to "relay instructions"). This added authenticity...but, they would also trigger at really inopportune times (like when trying to snap the ball with 3 seconds left in the game and no timeouts).
    • I'm skeptical that they can separate these animations between "sim" and "comp" style. We saw last year with the defensive holding animations that animation packages may not be tied into the game styles. I think if they take it out, it will be across the board (I'd love to be wrong about this). That said....
    • I love this as a "governor" for the H2H guys. I know some of them will hate it; but I truly think it is in the best interest of Madden eSports to do this. The watchability of the eCompetitions was horrible last year because from a viewer's perspective, guys were just running the same formation/play over and over...you couldn't see what they were doing to adjust the plays so the entire strategy portion of the viewing experience was gone. So, basically it was watching guys call shotgun/trips, roll outside the pocket and throw bombs a good chunk of the game. It may have done well viewership-wise last year, but I think people are going to begin to tire of the "same ole, same ole", especially with the other eSports being far more diverse and interesting. I just really think that "changing the meta" here would force a dramatic shift in how the game is played and improve the overall brand of the H2H game. If I were running things for EA, I'd take a hard stance on this and force them to adapt; even if you lost a few guys in the process....plenty of others out there to take their places.

    To your first point, i would hope they tie it to coaching adjustments for tempo. For kill the clock or regular you have the full animation package, for up tempo/hurry up its toned down to allow to you to get plays off faster.
    To your second point i fear the same. As of right now the whole competitive/sim/arcade thing has been simply lip service.
    To your third point every year i try to get into online H2H, but every year the same thing pisses me off. The game is fun when it realeses and people are learning it and seeing new things then the game gets cracked. People knowecery cheese play or end up hot routing everyone and basically drawing plays up in the sand.
    It depends on how long the QB animation is and if it is the same lengthy action every time. I feel like changing a route or 2 within a play should be quick but switching a play should have more animation because it is a bigger deal.
    I will be pretty irritated if there are 5 seconds on the clock and i am in no huddle and try to do a hot route and the QB goes into a 5 second animation. That is unrealistic and actually reduces immersion IMO. Alot of times you see Brady just make a quick hand motion for a hot route that takes less than 1 second.
    Has there been any mention of tweaking ID the Mike? I never felt that was fleshed out enough and ended up not using it. Getting to the section to make the ID always gave me problems and i would have to bail out and just snap the ball.
    Sent from my SM-G960U using Tapatalk
    SolidSquid
    As of right now the whole competitive/sim/arcade thing has been simply lip service.

    Have they added a lot of "sim" tuning to "sim mode", no...I agree. BUT...you play the other 2 modes and the differences are astonishing. When I play comp mode, I just smh and thank the good lord that they did this...because I would have zero interest in playing a Madden like that for franchise mode.
    So, is "sim" everything we want? No...but it could've been a lot worse had they not divided-up the styles.
    I don't want to take this thread too far off-topic; but I wanted to at least make that response :)
    R1zzo23
    Agreed. Keep it in for the sim game style but take it out for arcade and competitive.

    I agree. Have it turned off in competition mode. Everyone wins.
    Clint said there has been no discussions of the sort going on.
    Exact quote: I’m not sure of the source of that information, but as of now, we have not had any intentions of removing QB Signature animations.
    I am not going to double post, but something I overlooked in the article, PI caused by RPM. If that stays the course, I've been asking that for years.
    roadman
    Clint said there has been no discussions of the sort going on.
    Exact quote: I’m not sure of the source of that information, but as of now, we have not had any intentions of removing QB Signature animations.
    I am not going to double post, but something I overlooked in the article, PI caused by RPM. If that stays the course, I've been asking that for years.

    Well that's good to hear. I hope it stays that way. They just need to go for realism and authenticity. This Madden ball they created can be frustrating when instead of making these guys adjust they cave in or change things to keep the same exploits or lapses in realism going on.
    SageInfinite
    Well that's good to hear. I hope it stays that way. They just need to go for realism and authenticity. This Madden ball they created can be frustrating when instead of making these guys adjust they cave in or change things to keep the same exploits or lapses in realism going on.

    To be fair it is a back of the box feature, so it would be outside the realm if they completely removed it (Signature Style).
    mtmetcalfe
    Chris, did you feel the new player motion created an advantage to one side of the ball, particularly the offense?

    Im curious to hear on this as well...
    I remember back in the day playing vs the Colts and Peyton Manning. It seemed like 80% of the time he got up to 5he line he made a ton of audibles and it took up most of the play clock just like he would in real life. To me that was pretty awesome to see. Especially since not every quarterback did that.
    SageInfinite
    Well that's good to hear. I hope it stays that way. They just need to go for realism and authenticity. This Madden ball they created can be frustrating when instead of making these guys adjust they cave in or change things to keep the same exploits or lapses in realism going on.
    My view is, make the competitive guys learn how to play real football, not force sim guys to settle for "Madden ball".
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    My view is, make the competitive guys learn how to play real football, not force sim guys to settle for "Madden ball".
    Sent from my XT1650 using Operation Sports mobile app

    That's exactly the way I see it as well. They created this Madden ball, and now they're a prisoner to it. I'm just tired of the hybrid ball.
    jmurphy31
    I remember back in the day playing vs the Colts and Peyton Manning. It seemed like 80% of the time he got up to 5he line he made a ton of audibles and it took up most of the play clock just like he would in real life. To me that was pretty awesome to see. Especially since not every quarterback did that.

    What game was that? I remember that and it was awesome. Crazy that was 15 years ago on last gen and now we are just now getting it back.
    jsteele14
    It depends on how long the QB animation is and if it is the same lengthy action every time. I feel like changing a route or 2 within a play should be quick but switching a play should have more animation because it is a bigger deal.
    I will be pretty irritated if there are 5 seconds on the clock and i am in no huddle and try to do a hot route and the QB goes into a 5 second animation. That is unrealistic and actually reduces immersion IMO. Alot of times you see Brady just make a quick hand motion for a hot route that takes less than 1 second.
    Has there been any mention of tweaking ID the Mike? I never felt that was fleshed out enough and ended up not using it. Getting to the section to make the ID always gave me problems and i would have to bail out and just snap the ball.
    Sent from my SM-G960U using Tapatalk

    Changing routes in a no huddle situation is unrealistic. Real NFL teams have simple code numbers or words for no huddle plays, the qb yells it out as they get to the line, and the ball is snapped ASAP.
    In fact “hot routes” as done in Madden is rarely done in the NFL. Usually they are built in the play, and furthermore, a hot route isn’t just a changing of a route. It’s a hot read in the case of a blitz. I.e., your running back runs a rail route if the OLB blitzes and the qb immediately throws there.
    There are instances where qbs will change the PLAY at the line, or call a modifier, but changing individual routes at the line? That’s as rare as a Marino fake spike.
    jmurphy31
    I remember back in the day playing vs the Colts and Peyton Manning. It seemed like 80% of the time he got up to 5he line he made a ton of audibles and it took up most of the play clock just like he would in real life. To me that was pretty awesome to see. Especially since not every quarterback did that.

    I know that was legit and accurate but man i hated playing the Colts in the games that they had that in. I got to the point where i would always sim games against Manning cuz i couldn't stand how he would just waste the play clock on every play.
    showing an in game animation of the QB in the stat overlay during the QB game intro is a small but nice touch that some of us have asked for. Does this mean the rookie Qb's will now have an animation as well instead of the team logo?
    Well unless they bring back the kinect and you yell out a code, that each receiver and lineman will understand, the next best thing is to change routes.
    Also, i disagree about changing routes. You are correct that there are a lot of choice routes but there are plenty of instances where a route is altered at the line. Brady does it all the time. Usually a quick slant or a snap and throw to receiver standing at the LOS similar to a quick screen. In some instances, the rest of the team were expecting a run play and only reciever and QB knew of the change.
    ForUntoOblivionSoar∞
    Changing routes in a no huddle situation is unrealistic. Real NFL teams have simple code numbers or words for no huddle plays, the qb yells it out as they get to the line, and the ball is snapped ASAP.
    In fact “hot routes” as done in Madden is rarely done in the NFL. Usually they are built in the play, and furthermore, a hot route isn’t just a changing of a route. It’s a hot read in the case of a blitz. I.e., your running back runs a rail route if the OLB blitzes and the qb immediately throws there.
    There are instances where qbs will change the PLAY at the line, or call a modifier, but changing individual routes at the line? That’s as rare as a Marino fake spike.

    Sent from my SM-G960U using Tapatalk
    SageInfinite
    That's exactly the way I see it as well. They created this Madden ball, and now they're a prisoner to it. I'm just tired of the hybrid ball.

    Exactly. They're a victim of their own creation. Because they got so far away from actual, you know, FOOTBALL - this nonsensical madden-ball mess was created. Absolutely ridiculous. That's why I always used to say that Madden was not really a football game, but simply a game BASED on the NFL that was a head to head competitive video game. They removed so much actual football from the game for so long that when they add something back in that is basic, they want a big pat on the back. While I applaud the effort for the positive changes, there is still a long way to go to simply "catch up", nevermind leading the way in anything whatsoever.
    Everyone knows that the competitive guys will adapt no matter what gets put out there. This is a simulation football game. Either learn to play FOOTBALL, or play something else like Call of Duty. That's the initial stance - then provide OPTIONS to strip away the sim elements if these players should desire that. You don't start with the lowest common denominator first. That's the easy way out. The options available should allow players to scale down the simulation aspects, not the other way around. They've separated the game modes finally, now they need to use that.
    jsteele14
    Well unless they bring back the kinect and you yell out a code, that each receiver and lineman will understand, the next best thing is to change routes.
    Also, i disagree about changing routes. You are correct that there are a lot of choice routes but there are plenty of instances where a route is altered at the line. Brady does it all the time. Usually a quick slant or a snap and throw to receiver standing at the LOS similar to a quick screen. In some instances, the rest of the team were expecting a run play and only reciever and QB knew of the change.
    Sent from my SM-G960U using Tapatalk

    Those are still a part of the original play call 99% of the time, practiced before hand in the off season at a minimum. Even when Brett Favre did it without coaching permission, he had pulled wrs aside in practice and told them if the dB was off and the run was away, to run a one step slant.
    Getting to the line and arbitrarily changing routes doesn’t happen in the NFL but once in a blue moon. There are pre-agreed to signals based on previously discussed adjustments, but nothing like in Madden.
    If we were shooting for a reasonable compromise between reality and video game, allowing ONE route change per play call ( not counting protection adjustments) would be it.
    So I enter the thread to read about some “Gameplay” impressions and right on cue, it takes off in other directions/topics.
    Where’s the gameplay impressions as to the title?
    ForUntoOblivionSoar∞
    Those are still a part of the original play call 99% of the time, practiced before hand in the off season at a minimum. Even when Brett Favre did it without coaching permission, he had pulled wrs aside in practice and told them if the dB was off and the run was away, to run a one step slant.
    Getting to the line and arbitrarily changing routes doesn’t happen in the NFL but once in a blue moon. There are pre-agreed to signals based on previously discussed adjustments, but nothing like in Madden.
    If we were shooting for a reasonable compromise between reality and video game, allowing ONE route change per play call ( not counting protection adjustments) would be it.

    People have gotten so used to Madden ball they wouldn't know what to do, lol.
    khaliib
    So I enter the thread to read about some “Gameplay” impressions and right on cue, it takes off in other directions/topics.
    Where’s the gameplay impressions as to the title?

    A link to them is in the first post. Most of us are discussing some of the things brought up.
    I would think Clint clarified any misunderstandings from the article to the public moving forward, at this time, correct?
    People come into the thread at first and respond and react and start firing away questions/statements when it's already been put to rest, at the moment. edit(after I posted his response. lol)
    vannwolfhawk
    What game was that? I remember that and it was awesome. Crazy that was 15 years ago on last gen and now we are just now getting it back.
    Madden 12, especially if I came out in any form of man coverage. Aye aye aye... lol
    ForUntoOblivionSoar∞
    Those are still a part of the original play call 99% of the time, practiced before hand in the off season at a minimum. Even when Brett Favre did it without coaching permission, he had pulled wrs aside in practice and told them if the dB was off and the run was away, to run a one step slant.
    Getting to the line and arbitrarily changing routes doesn’t happen in the NFL but once in a blue moon. There are pre-agreed to signals based on previously discussed adjustments, but nothing like in Madden.
    If we were shooting for a reasonable compromise between reality and video game, allowing ONE route change per play call ( not counting protection adjustments) would be it.
    That would be a good compromise and something actually worth putting in the game. Only one route change per play. Could even be a option in game settings for onlune leagues. Unlimited changes or 1 change.
    Sent from my SM-G960U using Tapatalk
    SageInfinite
    "Quarterbacks have new hot route/audible animations that line up with how they are in real life. Sim players will probably enjoy the details but competitive players are going to hate how long the animations can take. The Madden devs are going to review this, and may or may not tweak them if not remove them outright."
    Stuff like this just pisses me off. Something that adds realism and authenticity, and it's already speculation of it's removal. Make these people adjust to the strategy for realism.
    "My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf."
    I just gotta scratch my head at **** like this. Is it the football bomb from years back all over again? SMH. Just arcade crap they add for no reason.
    Alotta good **** in there though. Looking forward to playing the game.

    Man if they take that out and dont leave it in for sim mode, I'm gonna lose my ****ing ****.
    Its in excusable that comp players are given this much pull. First no defensive holding....now this.
    I agree there should only be one hot route per play, just to get rid of the nonsense you see in competitive games, I’m not sure if it’s in current madden, but 2k football you could toggle in the settings whether you are allowed to do one hot route or multiple hot routes per play(not including blocking assignments). EA could do same thing.
    Sent from my iPhone using Operation Sports
    aholbert32
    Man if they take that out and dont leave it in for sim mode, I'm gonna lose my ****ing ****.
    Its in excusable that comp players are given this much pull. First no defensive holding....now this.

    Clint said there hasn't been any discussions about taking out the feature.
    If it happens and he announced there is nothing, I will go bonkers too.
    I'm an overly optimistic guy but I'm kind of curious what he meant by the closing comment of Madden 19 "not reinventing the wheel". Now I get there are elements in the game from past years (like every sports game) and I bet there are also things that are still in it that aren't so great. But, based on these impressions I don't know how you can not give credit where credit is due. Everyone knows RPM for all 22 will be a game changer if implemented correctly. However all of the additions and subtle changes mentioned have me looking forward to a much different experience this year.
    Obviously wait and see..... but those are a lot of changes... for the better.
    On QB animations presnap - having played the game at EA PLAY, my impression is that the game is too slow at the line of scrimmage right now.
    I'm absolutely not a competitive player and I also probably have one of the slowest offensive tempos of any Madden gamer on this board, and even I was finding the delay between "time I call an audible / hot route" to "time I get to do something else" aggravating. Watching Tom Brady running around behind the line like a madman barking out signals looks really cool, yes, but I also want to do all the things I've been doing pre-snap in Madden for the past twenty years. That muscle memory isn't going away, there's no gameplay reason for the delay, and there's nothing I can do as a user to reduce the delay, so the end result for me is borderline frustration.
    When I talked to Clint about my impression, my takeaway from him was that animations would be adjusted (wrt length and speed), but that the feature was absolutely staying in the game because the presentation of the quarterback position is especially important to the team.
    CM Hooe
    On QB animations presnap - having played the game at EA PLAY, my impression is that the game is too slow at the line of scrimmage right now.
    I'm absolutely not a competitive player and I also probably have one of the slowest offensive tempos of any Madden gamer on this board, and even I was finding the delay between "time I call an audible / hot route" to "time I get to do something else" aggravating. Watching Tom Brady running around behind the line like a madman barking out signals looks really cool, yes, but I also want to do all the things I've been doing pre-snap in Madden for the past twenty years. That muscle memory isn't going away, there's no gameplay reason for the delay, and there's nothing I can do as a user to reduce the delay, so the end result for me is borderline frustration.
    When I talked to Clint about my impression, my takeaway from him was that animations would be adjusted (wrt length and speed), but that the feature was absolutely staying in the game because the presentation of the quarterback position is especially important to the team.

    Thanks Chris for clarifying. That was my concern as it pertained to "the time it actually takes to perform pre-snap adjustments". While I usually only call one specific receiver hot, if the animation takes too long it could have an effect on simply doing that.
    Also, 2 minute drills could be impacted. Hopefully they will also adjust offensive lineman near-warp running to the line of scrimmage as if someone threw a cheeseburger out onto the field. lol
    edgevoice
    Thanks Chris for clarifying. That was my concern as it pertained to "the time it actually takes to perform pre-snap adjustments". While I usually only call one specific receiver hot, if the animation takes too long it could have an effect on simply doing that.
    Also, 2 minute drills could be impacted. Hopefully they will also adjust offensive lineman near-warp running to the line of scrimmage as if someone threw a cheeseburger out on to the field. lol

    Isn't that the point of the animations though? First, for realism and a cool immersion factor, and second, it deters people from rewriting the play at the line, which would never happen in real life. There is a risk reward with it now. Don't want to expire the play clock? Don't rewrite the play...
    GiantBlue76
    Isn't that the point of the animations though? First, for realism and a cool immersion factor, and second, it deters people from rewriting the play at the line, which would never happen in real life. There is a risk reward with it now. Don't want to expire the play clock? Don't rewrite the play...
    Exactly. And if someone"re-writes the play" at the line it should be because they called a full audible to an entire new play of their choice just not 7 hot routes.
    Sent from my XT1650 using Operation Sports mobile app
    l8knight1
    Chris: What's your opinion on player models? They look hulky to me.

    vannwolfhawk
    Im curious to hear on this as well...

    If you guys are trying to ask the author of the article you need to check the writer. All stories are posted with the same user ID.
    The author of this article (found in the OP) is Matthew Llewellyn.
    l8knight1
    Chris: What's your opinion on player models? They look hulky to me.

    The QBs especially are bulky in the shoulder pads, and talking to different people there, I was told they may get adjusted. Speculation at this point though.
    roadman
    Clint said there has been no discussions of the sort going on.
    Exact quote: I’m not sure of the source of that information, but as of now, we have not had any intentions of removing QB Signature animations.
    I am not going to double post, but something I overlooked in the article, PI caused by RPM. If that stays the course, I've been asking that for years.

    I didn't get to ask Clint. This was more speculation from game changers at the event because they varied by QB and some of them took more time than others. The competitive guys were not a fan of this. Sim guys liked it a lot though.
    mtmetcalfe
    Chris, did you feel the new player motion created an advantage to one side of the ball, particularly the offense?

    I'm going to assume you're asking this question to the author, which is me. Every player on the field is governed by RPM. The flashy addition is to the running game. That's what everyone will notice first. However, there is a strafe burst that the defense can do that helps to keep it balanced. I didn't feel as if there was a huge advantage either way. User LBs won't be able to take away whole parts of the field anymore so in that way the defense for users has been a bit nerfed.
    Cato06
    showing an in game animation of the QB in the stat overlay during the QB game intro is a small but nice touch that some of us have asked for. Does this mean the rookie Qb's will now have an animation as well instead of the team logo?

    That I don't know. The station I had access to only had the Eagles, Patriots, and two all star type squads.
    GiantBlue76
    Isn't that the point of the animations though? First, for realism and a cool immersion factor, and second, it deters people from rewriting the play at the line, which would never happen in real life. There is a risk reward with it now. Don't want to expire the play clock? Don't rewrite the play...

    Right. I want it in the game, but not to the extent that you don't have time to max protect if need be and audible 1 receiver hot if the defense is showing blitz. The length of time it takes for the animation to run needs to be in line with the fact that, if we are forced to play with an accelerated game clock, we will have the time to make basic and sometimes necessary adjustments that are part of real-life football strategy.
    I play offline franchise and implement a 60 play situational gameplan, so I don't have the need to "rewrite" a particular play at the line.
    Atax1s
    I'm going to assume you're asking this question to the author, which is me. Every player on the field is governed by RPM. The flashy addition is to the running game. That's what everyone will notice first. However, there is a strafe burst that the defense can do that helps to keep it balanced. I didn't feel as if there was a huge advantage either way. User LBs won't be able to take away whole parts of the field anymore so in that way the defense for users has been a bit nerfed.

    Sorry, I didn’t notice you were the OP. Thanks for answering anyway.
    To your reply, wouldn’t the fact that the LB can’t be used to take away as much suggest that RPM does create an advantage for the offense? Especially since that was a typical strategy?
    mtmetcalfe
    Sorry, I didn’t notice you were the OP. Thanks for answering anyway.
    To your reply, wouldn’t the fact that the LB can’t be used to take away as much suggest that RPM does create an advantage for the offense? Especially since that was a typical strategy?

    For the Sim players, it’ll be a welcome change. For competitive players, it could top the scales to the offense in that regard but there are other changes to the game that actually help the defense keep up.
    Sent from my iPhone using Operation Sports
    I don't know guys....the geeky, sim guy side of me is saying..."OMG, how cool would it be to be literally forced to have to call a timeout at the LOS because I don't have time for an audible?"
    It puts a lot of pressure on your play-call in the huddle and in audible selection (remember that little feature they threw in mid-cycle for M18).
    Frankly speaking, the more I consider this....the more I think it might be one of bigger game-changers they introduce this year.
    R1zzo23
    Agreed. Keep it in for the sim game style but take it out for arcade and competitive.

    My thoughts exactly. I mean come on now are we making an authentic football game or nfl street? Lastly I never liked the 3 different game modes. First and foremost it's supposed to be a simulation game. I swear times have changed...smh
    roadman
    Clint said there has been no discussions of the sort going on.
    Exact quote: I’m not sure of the source of that information, but as of now, we have not had any intentions of removing QB Signature animations.
    I am not going to double post, but something I overlooked in the article, PI caused by RPM. If that stays the course, I've been asking that for years.

    I'm just hoping they build on to this for next year by adding a playbook knowledge rating that can influence how fast you can change things at the line, how fast you can change things in a no huddle. So someone like Brady can do it in a blink of an eye but say Mayfield/Rosen/Darnold would take longer and as they got better and progressed, would allow the hot routing and the animation to speed up the better the QB.
    That way it would force people into developing their QB to make him better if they hate how long the animation takes. Then obviously, if you change schemes then playbook knowledge would drop until they can fully learn the playbook and scheme.
    JoshC1977
    I don't know guys....the geeky, sim guy side of me is saying..."OMG, how cool would it be to be literally forced to have to call a timeout at the LOS because I don't have time for an audible?"
    It puts a lot of pressure on your play-call in the huddle and in audible selection (remember that little feature they threw in mid-cycle for M18).

    Frankly speaking, the more I consider this....the more I think it might be one of bigger game-changers they introduce this year.

    IMO, that is how it should be, especially with view that Users have on offense, but I see now that they they aren't going to be removed, but they're will be tuned down for sure and when we ask Clint about it he'll give a response that won't be satisfactory to most of us here, but that will be that.
    UFCMPunk
    I'm just hoping they build on to this for next year by adding a playbook knowledge rating that can influence how fast you can change things at the line, how fast you can change things in a no huddle. So someone like Brady can do it in a blink of an eye but say Mayfield/Rosen/Darnold would take longer and as they got better and progressed, would allow the hot routing and the animation to speed up the better the QB.
    That way it would force people into developing their QB to make him better if they hate how long the animation takes. Then obviously, if you change schemes then playbook knowledge would drop until they can fully learn the playbook and scheme.

    That is an awesome idea!!
    UFCMPunk
    I'm just hoping they build on to this for next year by adding a playbook knowledge rating that can influence how fast you can change things at the line, how fast you can change things in a no huddle. So someone like Brady can do it in a blink of an eye but say Mayfield/Rosen/Darnold would take longer and as they got better and progressed, would allow the hot routing and the animation to speed up the better the QB.
    That way it would force people into developing their QB to make him better if they hate how long the animation takes. Then obviously, if you change schemes then playbook knowledge would drop until they can fully learn the playbook and scheme.

    Maybe tie AWR into how fast changes can be done and then a playbook knowledge rating into how much you can actually do.
    jsteele14
    That would be a good compromise and something actually worth putting in the game. Only one route change per play. Could even be a option in game settings for onlune leagues. Unlimited changes or 1 change.
    Sent from my SM-G960U using Tapatalk

    I do agree that more options is better. Making the game more customization isn't usually a vice.
    The only problem with this entire issue is that Madden offensive playbooks aren't nearly as complex as NFL playbooks (and if they were, goodbye defense, unless they also adjusted defense to be more realistic). But one thing's for sure- no one is changing five routes one at a time in the NFL. There are audibles and adjustments, and built in hot routes, protection changes and such, but none of this Madden Ball. :34:
    CM Hooe
    On QB animations presnap - having played the game at EA PLAY, my impression is that the game is too slow at the line of scrimmage right now.
    I'm absolutely not a competitive player and I also probably have one of the slowest offensive tempos of any Madden gamer on this board, and even I was finding the delay between "time I call an audible / hot route" to "time I get to do something else" aggravating. Watching Tom Brady running around behind the line like a madman barking out signals looks really cool, yes, but I also want to do all the things I've been doing pre-snap in Madden for the past twenty years. That muscle memory isn't going away, there's no gameplay reason for the delay, and there's nothing I can do as a user to reduce the delay, so the end result for me is borderline frustration.
    When I talked to Clint about my impression, my takeaway from him was that animations would be adjusted (wrt length and speed), but that the feature was absolutely staying in the game because the presentation of the quarterback position is especially important to the team.

    Basically you want to keep playing Madden ball.
    But joking aside, the bold could be false. There could be a very obvious GAMEPLAY reason for this to be in the game: to limit the amount of time people have to EXPLOIT the game. I'm quite sure that's a big reason why they did it. Especially if they are looking to go the e-sport route.
    And if it isn't a reason, it's a wonderful side effect.
    Wait... Wait... Wait..!!! Did they just put in the fact that there would be a PC version of Madden at the end of this article?!?? How do you just slip that fact in so quietly..! That should have been the first thing you said, you JERKS!!!! :-D
    JoshC1977
    I don't know guys....the geeky, sim guy side of me is saying..."OMG, how cool would it be to be literally forced to have to call a timeout at the LOS because I don't have time for an audible?"
    It puts a lot of pressure on your play-call in the huddle and in audible selection (remember that little feature they threw in mid-cycle for M18).
    Frankly speaking, the more I consider this....the more I think it might be one of bigger game-changers they introduce this year.
    Well part of the issue is that users do not like the plays to choose from so you have to change the routes. In real life, coaches will draw up their own plays. If we had that ability then i would be all for restricting route changes. The only way to create you own plays now is to alter routes.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    Well part of the issue is that users do not like the plays to choose from so you have to change the routes. In real life, coaches will draw up their own plays. If we had that ability then i would be all for restricting route changes. The only way to create you own plays now is to alter routes.
    Sent from my SM-G960U using Tapatalk

    It’s not like Madden does a terrible job of real football route concepts. It just misses the pre and post-snap adjustments of the NFL in most cases (although it does have a few in some of the option routes).
    Only thing i’ll say about this hot route topic is QBs don’t have the entire playbook and the route tree at their hands walking up to the LOS. It’s the NFL, they have highly paid coaches and coordinators for a reason. You get told a play (or plays) and you run it based on the defense in front of you. If the defense is in a look to stop your play, you can check out of it. In no way, shape or form can QBs make up their own play at the LOS. Plays are called for a reason and changing individual routes can sometimes ruin the playcall.
    Even Tom Brady and Peyton Manning don’t adjust individual routes the way Madden allows us to. They use a lot of bluff calls, and the calls they actually make are to alert the offense to what the defense is doing. It’s not changing the play. It’s calling out the mike, telling the OL and whoever is helping to block that a corner or LB is blitzing. Or it’s checking out of a play to run the backup play that was called. If a WR is uncovered yeah sure you can hot read that dude and toss a quick one (in madden it’s still covered). But other than that there is no 7 adjustment pre-snap before you hike, ever. The entire offense will be confused as hell trying to figure out what their teammates are doing while remembering their own change as well.
    SageInfinite
    I really hope they don't change them, or speed them up to make them look goofy because people are used to Madden ball.

    Keep it the way in is in simulation mode. Please
    I love the idea of the hot routes being communicated to the receivers. I hate the whole ESP thing, like they all instantly know what theyre supposed to run. Fake!! I would also like to see at least for sim style, having to use the playbook of the team you pick. Playbooks should be attached to the head coach, and also the offensive and defensive coordinators. Defensive hot routes should be limited to changing one guy. And it should have to be communicated, not instantly known by everyone on the team. Also, bring back the vision cone!! If youre gonna go sim, go all the way.
    Not sure if this has been answered but is there any sign of signature or different throwing animations?  The signature hot route animations are cool but I'd like to see more variance in how QBs throw, and even hold, the ball.  Even the way the ball travels can differ from QB to QB.  Id love to see this reflected in gameplay so that QBs like Brady and Rodgers look and feel different even though they're ratings might be similar.
    I think many in here are understating just how much is actually changed at the line in the modern NFL. Look at how the Rams called plays last year! I'm all for making the audible experience more lifelike, but I think any limitations added to the already limited playcalling system would be too much.
    I think a ratings based system would be much, much better, like Duece has laid out before. I still need to be able change route concepts within a play, because unlike real life, I cant have 20 packages within one play call all with one word/symbol audibles.
    Let's be honest, a truly realistic playcalling system would be insane. It would take weeks to set up properly, let alone the game to game tweaks made across the league. Managing your team would become an actual full time job. Not even the most dedicated fans want that.
    Sent from my SM-G960U using Operation Sports mobile app
    YaBarber
    Only thing i’ll say about this hot route topic is QBs don’t have the entire playbook and the route tree at their hands walking up to the LOS. It’s the NFL, they have highly paid coaches and coordinators for a reason. You get told a play (or plays) and you run it based on the defense in front of you. If the defense is in a look to stop your play, you can check out of it. In no way, shape or form can QBs make up their own play at the LOS. Plays are called for a reason and changing individual routes can sometimes ruin the playcall.
    Even Tom Brady and Peyton Manning don’t adjust individual routes the way Madden allows us to. They use a lot of bluff calls, and the calls they actually make are to alert the offense to what the defense is doing. It’s not changing the play. It’s calling out the mike, telling the OL and whoever is helping to block that a corner or LB is blitzing. Or it’s checking out of a play to run the backup play that was called. If a WR is uncovered yeah sure you can hot read that dude and toss a quick one (in madden it’s still covered). But other than that there is no 7 adjustment pre-snap before you hike, ever. The entire offense will be confused as hell trying to figure out what their teammates are doing while remembering their own change as well.
    All of those calls being made heavily influence the play most of the time. Most of it is agreed upon in practice and gameplanning though. I think the best way to simulate that aspect of the game is to give us full control at the line of scrimmage.
    Honestly, I'd actually like more control, especially since there isn't a play creator. Let me tell a WR where to make the break in route based on alignments. Let me tell a liniment not to pull based on a defensive front. Players need more control right now, not less IMO.
    Sent from my SM-G960U using Operation Sports mobile app
    Originally Posted by SageInfinite
    "My one early gripe with RPM is the odd choice to include a very loud running sound effect that seems like it should be in a FPS or action game rather than for someone running on grass/field turf."

    Seems like it should be in a FPS or action game??
    EA...PLEASE, PLEASE, PLEASE remove this "loud" sound. It'll kill the immersion / realism factor. Just like the bomb sound on long passes a few years ago.
    PLEASE PLEASE!!! :y220:
    Did they fix the QB AI awareness? And mobile QB's taking off when they're under pressure or sometimes just running cause that is their style/scheme?
    Please tell me good news.
    extremeskins04
    Did they fix the QB AI awareness? And mobile QB's taking off when they're under pressure or sometimes just running cause that is their style/scheme?
    Please tell me good news.

    Clint talks specifically about this in I believe one of SGO’s recent videos. Yes they worked on cpu QB ai, I’ll believe it when I see it, but short answer for now is yes.
    roadman
    I thought Deuce mentioned it's similar to the new sounds they made last year with pads and what not.

    It is. So like with the bomb, that was a super unnatural sound where when you completed a long pass essentially a cannon would go off. This is a completely natural sound of a player running on grass but at a unnaturally high volume similar to when players tap each other post-play and there's that really audible feedback from it. It's a realistic sound and I understand what they're going for but it feels way out of place.
    I hope the QB characteristics feature is a little deeper than previous attempts and backups/drafted QBs have at least a random one assigned. Like the QB intro's and voices. When most QBs sound the same and have team logo instead of video (or video from team they played for 8 years ago in CFM) it's a noticeable even if you've brought in a better player.
    It's cool to see but it's one of those features designed directly for play now/MUT instead of CFM. They are tiny features that add a lot, but when it's only focused on a select group (the assumed 32 starters) it takes away from the experience once rosters start changing in CFM.
    I hope they fix the sounds. I hate arcade like sounds in a sim.. the best sounds for a sports game that were realistic was Wayne Gretzky Hockey on PC by bethseda and NHL 1999-2001 It actually felt like u had puck on stick , hitting boards, posts, pads, etc
    Is it just me or do the shoulder pads need to be "streamlined" a bit better. It seems they are using older player models or something? idk? maybe its just me.
    roadman
    Clint said there has been no discussions of the sort going on.
    Exact quote: I’m not sure of the source of that information, but as of now, we have not had any intentions of removing QB Signature animations.
    I am not going to double post, but something I overlooked in the article, PI caused by RPM. If that stays the course, I've been asking that for years.

    Its a good time for it because lately I've been caught cheating with the 18 refs flagging for PI. I even had a pick 6 called back against my buddy who thought it was going to be a holding call on him. I told him it was getting called back. He asked how I knew. I told him I bumped his WR off the path.
    Decided to post here about my overall impressions of M19 game play vs in each individual EA Play build game play thread. Let me preface this with I've noticed some comments about excessive negativity towards Madden and some will likely perceive my impressions the same way. However, I'm honestly not trying to be negative or positive about it, I'm just being real and trying my best to articulate my POV.
    I won't go into specifics because none of it matters until the release build is out in August, so generally speaking, I see improvements, like I do most years but not enough to move the lacking perception of the overall product for me. The inconsistent good things I see happen in Madden, make the consistent issues all the more frustrating.
    This time of year always reinforces the fact that gamers aren't the issue, the game and EA are because in spite of the history the last decade plus, all NFL gamers want to enjoy Madden, it just hasn't offered a cohesive enough football experience to do so.
    I gave up on Madden back in 2003 when I started playing 2k. I only went back to the game 2yrs ago because I missed playing NFL games. I'm really hoping for some positive words about 19 but it's so mixed.
    Sent from my iPhone using Operation Sports
    I just haven't seen enough of a jump based on the madden 19 footage I've seen so far. I feel that I can get a similar experience playing my copy of madden 16. Every year I hear how 'madden xx is now much harder to run the ball.' Unless something drastic drops, I'll probably spend this year playing 2k5/2k8, and ncaa 14 to get my football game fix.
    The madden series is screaming for player and coach tendencies. I would love to see some sort of player badge system like in the nba 2k games. There's a samey type feel in madden that becomes more obvious each and every year.
    Looks like I may go another year without buying Madden, I'm going to do just like I did with 18, play the EA Access version and see if it moves me to buy it, Madden 18 didn't and judging by these videos I doubt 19 will. Instead I'm going to pick up Fifa 19, PES 19 (buying soccer games for the first time ever), Live 19, and of course Nba 2K19. Too many other good games coming out to be wasting time on mediocre Madden.
    It's very interesting that this year is the opposite of last, in terms of us seeing gameplay this early. Total blackout until really, really late last year.
    You can argue about what their strategy is, in that the gameplay we are seeing is being hammered as well as praised at the same time. Here's hoping that EA is using us to vet out the bugs albeit for free. Seems to me they are very astute and eager for the community's reactions this year, whereas last year, they almost seemed afraid that showing us anything would taint the release.
    EA is very hard to understand when it comes to logic sometimes, especially while pondering the above, we will still vent about the key legacy issues and franchise issues, and they still my not act on a ton of it.
    l8knight1
    It's very interesting that this year is the opposite of last, in terms of us seeing gameplay this early. Total blackout until really, really late last year.
    You can argue about what their strategy is, in that the gameplay we are seeing is being hammered as well as praised at the same time. Here's hoping that EA is using us to vet out the bugs albeit for free. Seems to me they are very astute and eager for the community's reactions this year, whereas last year, they almost seemed afraid that showing us anything would taint the release.
    EA is very hard to understand when it comes to logic sometimes, especially while pondering the above, we will still vent about the key legacy issues and franchise issues, and they still my not act on a ton of it.

    In my opinion, it's rather simple.
    Youtubers get to play early, post on their channel. Most youtubers are sellouts, so they will talk UP EA's games so that they 1. Keep getting early access, 2. Get views, and 3. Make money.
    I think EA missed a large opportunity last year as videos of rebuilds, CFM's, online play, fantasy draft, etc, have BLOWN up since even the days of Madden '17. It was dead quiet until the game basically game out last year and it spiked for a while, but died out. Now, footage and gameplay will be out for a while, meaning more exposure before it releases and most of us jumping back on board because it appears they are more focused on offering a quality offering this year and are paying more attention to CFM.
    well im not gonna buy it this year i dont think, i see to much to warrant a 65 dollar purchase, heck on xbox where able to play madden 15 with literally a decade of classic rosters going from 1985 - 2010 all due to the very hard work of black kakari. then on ps4 you have various amounts of classic rosters thx to the hard work of Iteachpercussion coming from madden 16,17 & 18 so i mean from an offline aspect game plays just fine, not to mention updated rosters and all rookies for 2019. i was thinking of purchasing but i just dont see enough, foot planting and all this new stuff is good and im glad its going in a better direction, but for me with the current rosters and mlb the show 18 furious set of rosters there, i just dont see it this year. so good luck to all those that do purchase it and i hope you enjoy and get ya moneys worth.
    Fist Of Kings
    I just haven't seen enough of a jump based on the madden 19 footage I've seen so far. I feel that I can get a similar experience playing my copy of madden 16. Every year I hear how 'madden xx is now much harder to run the ball.' Unless something drastic drops, I'll probably spend this year playing 2k5/2k8, and ncaa 14 to get my football game fix.
    The madden series is screaming for player and coach tendencies. I would love to see some sort of player badge system like in the nba 2k games. There's a samey type feel in madden that becomes more obvious each and every year.

    I am in an identical boat. I couldn't remember the last Madden I bought so I booted up my PS4 last night and looked and saw it was Madden 16. It didn't feel like it had been nearly 3 years since I last bought one. The sad thing is I have been doing exactly what you described to get my football fix in as well. I played 4+ seasons of NCAA last fall/winter as well as a decent amount of 2k8. Here recently I have been thinking about biting on the Madden 18 sale on the PSN, but I've been fighting that urge by playing a new 2k5 franchise.
    What really irritates me is that 2k5 is honestly starting to show its age a bit now. It's amazing it made it into 2018 before I felt it was outdated at all, but that time has finally come. What irritates me the most, though, is that we are in 2018, Madden 19 is about to release and I honestly can't decide if I will buy it or stick with a game from 2004! In any other sports game or genre of games it'd be easy to choose the 2018 version of a game over the 2004 version, but Madden has gone all over the place so much the last decade plus that I can honestly sit here and debate over whether to play a PS2/Xbox game from 2004 versus a modern game on the PS4/Xbone/PC. Maybe I've read too many negative views from OS and my vision of Madden is tainted a bit. They have worked on a good number of my biggest issues with the game like injures, penalties, and ball physics, but things like CPU playcalling still look to remain an issue. Of course, I don't think 2k5 had the best play calling either, but at least it had variety with coaching profiles.
    You nailed it on the head saying Madden needed badges, tendencies, whatever to differentiate players, coaches, and owners. It's 2018. Every other sports game has had their players personalized except for Madden and NHL(I don't know if Fifa does). NBA 2k has badges, traits, tendencies. MLB The Show has badges/traits. Madden really needs to get traits that truly make for an authentic experience. I'm not sure if they still use the traits system they used to use. It was a step in the right direction, but it was toned down to the point where there was hardly any difference among players. The guys with the Run out of Bounds trait ran into contact at the same rate as players Seeking Contact or whatever it was called. The only real trait that didn't feel nerfed beyond belief was the one that caused a QB to just throw it deep when sensing pressure. The only issue with that was the AI QB's threw 5 picks a game.
    I don't know if this is normal since I don't usually check ea's youtube page, but there's a lot of negative reaction for the madden 19 trailer. And given this site's pro madden reputation, madden 18 didn't seem to get a favorable reaction here on OS either.
    I think people are starting to become fed up, and realize that madden should be a lot better at this point.
    From ALL the video posted/published....it seems OL/DL play remains horrible which is a personal deal breaker for me. Overall player movement/interaction still lacks fluidity despite RPM. There's no sense of suddenness/explosiveness, especially in regards to the tackling. I can't even begin to get into CFM or any other mode/feature if the game isn't right on the field. At this stage, the game should be far more impressive on the field than what it is in terms of overall player interactions and movement. They're making improvements....but improvements upon a flawed and tired foundation that dates back almost three generations of consoles. That's ridiculous.
    Kanobi
    From ALL the video posted/published....it seems OL/DL play remains horrible which is a personal deal breaker for me. Overall player movement/interaction still lacks fluidity despite RPM. There's no sense of suddenness/explosiveness, especially in regards to the tackling. I can't even begin to get into CFM or any other mode/feature if the game isn't right on the field. At this stage, the game should be far more impressive on the field than what it is in terms of overall player interactions and movement. They're making improvements....but improvements upon a flawed and tired foundation that dates back almost three generations of consoles. That's ridiculous.

    The problem is that Madden is one of the top selling games each year, so there's not much incentive for them to make any huge improvements, unfortunately.
    Not sure if this is the right thread to ask this question, but has anyone spotted a good example in the videos of the one-cut move plus timing the acceleration button correctly? I have not seen every video but do not remember seeing a play where I really noticed this new mechanic and the runner sticking his foot in the ground and blowing by a defender.
    If someone has seen a good example of it, please let me know the video.
    Kanobi
    From ALL the video posted/published....it seems OL/DL play remains horrible which is a personal deal breaker for me. Overall player movement/interaction still lacks fluidity despite RPM. There's no sense of suddenness/explosiveness, especially in regards to the tackling. I can't even begin to get into CFM or any other mode/feature if the game isn't right on the field. At this stage, the game should be far more impressive on the field than what it is in terms of overall player interactions and movement. They're making improvements....but improvements upon a flawed and tired foundation that dates back almost three generations of consoles. That's ridiculous.

    Not only is the CPU terrible at pass rushing, but you have almost no control as a user. Combine that with hyper speed QB drop backs and it makes for no fun on the line play.
    canes21

    What really irritates me is that 2k5 is honestly starting to show its age a bit now. It's amazing it made it into 2018 before I felt it was outdated at all, but that time has finally come. What irritates me the most, though, is that we are in 2018, Madden 19 is about to release and I honestly can't decide if I will buy it or stick with a game from 2004! In any other sports game or genre of games it'd be easy to choose the 2018 version of a game over the 2004 version, but Madden has gone all over the place so much the last decade plus that I can honestly sit here and debate over whether to play a PS2/Xbox game from 2004 versus a modern game on the PS4/Xbone/PC.

    I agree....it's insane that there's even a debate to begin with. Im in the same boat but with a different game from the past...All Pro Football 2k8. Thanks to an unbelievable editor, I can go in and mod APF 2k8 with current NFL players and coaches...AND thanks to the game's abilities/traits system + editable attributes...craft each player to mirror the play of their real-life counterpart. It takes a lot time and effort... but WELL worth it in the end. Plus, there's an update to the editor on the way that will allow for a sort of franchise mode with multiple seasons.
    In a perfect world I could merge Madden's graphics with the fluidity and explosiveness of apf2k8:
    ForUntoOblivionSoar∞
    Changing routes in a no huddle situation is unrealistic. Real NFL teams have simple code numbers or words for no huddle plays, the qb yells it out as they get to the line, and the ball is snapped ASAP.
    In fact “hot routes” as done in Madden is rarely done in the NFL. Usually they are built in the play, and furthermore, a hot route isn’t just a changing of a route. It’s a hot read in the case of a blitz. I.e., your running back runs a rail route if the OLB blitzes and the qb immediately throws there.
    There are instances where qbs will change the PLAY at the line, or call a modifier, but changing individual routes at the line? That’s as rare as a Marino fake spike.

    This is one of many aspects of madden that doesn’t represent what happens on the field. People can change all 5 routes on the fly but there’s still no offensive and defensive sub packages.
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