Connect with us

Madden 20 Superstar X-factors, Gang Sacks, Refinements, And Much More (Analysis)

Madden NFL 20

Madden 20 Superstar X-factors, Gang Sacks, Refinements, And Much More (Analysis)

Every week between now and Madden NFL 20’s highly anticipated debut this summer, EA will be releasing a series of blogs to better explain this year’s installment.

Last week, we learned about the improvements to franchise mode and EA’s latest game mode, Face of the Franchise QB1. And where this news was highly encouraging, the most recent may be a bit more mixed.

Yesterday, EA released their latest Madden 20 blog on Superstar X-Factors, signature moves, gang tackles and much much more.

Let’s take a look at the good, the bad and the ugly of Superstar X-Factors, and the rest of this week’s blog.

Things I’m excited about

  • For years EA failed to develop any type of signature characteristics for specific players. After all, part of what separates a Drew Brees from a back up QB-aside from his skills-would be his throwing motion and mechanics. Well this year, Madden will have player specific throwing motions, celebrations and much, much more. How in-depth this will be or for how many players is to be determined.
  • Refined pass rush, gang sacks and other improvements were highlighted in this week’s blog. And truth is, the offensive and defensive line play has always been a difficult task for Madden to get right. So if EA can truly refine the pass rush-making an elite edge rusher feel as such, that would be a big step forward. In addition, having the ability to have multiple players contribute to a sack is something that should have been added many years ago and adds to the NFL realism. Lastly, refinements such as quicker load times pre and post snap, as well as players trying to get up when knocked down, improved blocking, catching and tackling- could be a game changer.
  • At times, playing Madden can seem like a marathon and drag on for seemingly forever.  Not this year. EA feels the same way as many of you and has since refined the play clock and hurry up style offense. According to the blog, the clock will be accelerated at all times. And for those in crucial hurry up situations, the game will immediately get you set at the line-but will factor in how long it will take for the furthest player to get set. It’s little things like this that caters to adult gamers or those who don’t have one to ply an hour long game.

Things that concern me 

  • Superstar X factors by my understanding will only be used in franchise and ultimate team game modes. However, the concept behind it that a superstar can earn a special reward and then be nearly unstoppable (to an extent) has a very NFL Street feel to it. How easy will it be to get this special trait? Will it be just as easy for the defense to power up a counter? How much of a juggernaut does the superstar become? It also mentions other players may have the ability to do similar things? Lots of questions and concerns with this new feature.
  • Some game speeds were removed from Madden, due to conflicts they caused with some of the game’s various animations. The question I have, is how did they decide on which speeds to get rid of?  Will there be a way to fine tune everything? If the community isn’t happy, will this be updated in a future release? I’m all for EA trying to improve the game of course but I’m just concerned with which game modes will make the final cut and how easily they will be to fix if there is backlash.
  • Anyone that has ever played Madden has dealt with the super human linebackers rocketing into the air for an interception. This has been removed from the game, with only defensive backs having these skills. However, EA has also included a superstar trait for the elite LBs that would allow them to play the ball in the air. Now you might be asking, what is there to be concerned about? For me, I’m afraid that DBs will be too powerful and we will see far more of those unrealistic interceptions. Furthermore, without all LBs having the opportunity to make a leaping grab-it is a double edged sword. We will see.

Conclusion

Obviously, no one will know how these improvements change what we’ve become accustomed to with Madden. And whether good or bad, you have to like the direction in which the franchise is headed. I don’t think Madden will ever be a perfect representation of the game we adore. But for now, EA is doing their due diligence to make it exceed expectations this year.

And for that, I’m excited.

32 Comments

Leave a Reply

Discussion
  1. Nza
    I don't really understand the gang sacks thing, aren't there already gang sacks with half sack stats?

    I think it’s more about the animations. The gang tackle sack animations were always a bit off or nonexistent, really. The stats were tracked, I’ve seen plenty of half sacks recorded. But, I really think it’s just the animations. A second player coming in to clean up the sack never looked quite right.
    Sent from my iPhone using Tapatalk
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.
    TheBleedingRed21
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.

    It would be even more immersive to take what I picked on offense, take what the defense picked, and then sim it real quick and give me the result, then let me pick my next play and continue on. That will speed the game up even more and fits their strange view of immersion building.
    TheBleedingRed21
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.

    All great questions. I mean someone needs to explain to whomever the meaning of immersion in a video game...this is the opposite. I like how they're spinning it though like we're gaining something..SMH.
    TheBleedingRed21
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.

    This is one thing that has me worried. :y14::y3:
    I get the reasoning behind the "Streamlined Pre-Play, Post-Play, and No Huddle Experiences".
    And so I think for the average joes/masses who play this game, this is going to be a positive change.
    Obviously there should be more options around this stuff though. It's not ideal for everyone.
    DaReal Milticket
    All great questions. I mean someone needs to explain to whomever the meaning of immersion in a video game...this is the opposite. I like how they're spinning it though like we're gaining something..SMH.

    This may be an extension of the "streamlining" they did last year after the game shipped with authentic cadences and supporting animations for audibles and other pre-play adjustments. These adjustments were made in the name of authenticity and immersion but were annoying to certain valued demographics, so they were tuned out of the game in the interest of getting you to the LOS faster so you can do more pre-play stuff without many constraints.
    It seems like that's the end-game they want--getting you to the LOS so you can do your "setups"--but I could be wrong. I can't read minds, just trying to connect the dots.
    I don't wanna be overly cynical (really, I don't), but this seems like the serving two masters deal again. It seems they want to do things mainly to appease demographic A but they want to sell them as appeals to demographic B. This started in earnest with the "separately tunable game styles," and we all know how that panned out. You could fairly call that marketing ploy a bait and switch, I believe.
    Godgers12
    When it says perfect accuracy does that mean every pass will be on target no matter what? Or does it mean it just boosts it to 99?
    Sent from my SM-G965U using Operation Sports mobile app

    Hopefully it just means instead of taking an accuracy reduction for being on the move that he just throws just as accurately standing still or on the move. If his medium accuracy rating is an 88 then instead of being penalized when he is moving and acting as like a 75 it just still behaves like an 88. If he actually throws with perfect accuracy on the move then he will be more OP than '07 Vick.
    canes21
    Hopefully it just means instead of taking an accuracy reduction for being on the move that he just throws just as accurately standing still or on the move. If his medium accuracy rating is an 88 then instead of being penalized when he is moving and acting as like a 75 it just still behaves like an 88. If he actually throws with perfect accuracy on the move then he will be more OP than '07 Vick.
    Yeah I have a feeling Mahomes will be the most OP QB in Madden since 04-07 Vick.
    Sent from my SM-G965U using Operation Sports mobile app
    TheBleedingRed21
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.

    This is of course something catered directly to comp players, spun as a benefit to sim players who will in turn absolutely hate it. Just call the game what it is, Mutten 20
    reverend_heat
    This is of course something catered directly to comp players, spun as a benefit to sim players who will in turn absolutely hate it. Just call the game what it is, Mutten 20
    What I don't get is that they have 3 play modes. Use them. Give us more immersion elements in sim, and streamline everything in comp. It's not that hard.
    Sent from my SM-G965U using Operation Sports mobile app
    TheBleedingRed21
    How can we be excited about hurry up automatically getting us to the line? Does this mean we won’t see players running up to the line? That’s totally opposite of immersion they were wanting to fix.

    If they can get an accurate amount of time to run off in between snaps that reflects what it takes in real life then I’d be ok with this. It would be a band aid but I’d rather have that than the current system where you throw the ball downfield and you’re ready to run your next play in less than ten seconds
    reyes the roof
    If they can get an accurate amount of time to run off in between snaps that reflects what it takes in real life then I’d be ok with this. It would be a band aid but I’d rather have that than the current system where you throw the ball downfield and you’re ready to run your next play in less than ten seconds

    That is one thing I hadn't thought of. If it does run the appropriate amount of time off of the clock in terms of realism then it will at least be better in that respect.
    OhMrHanky
    I think it’s more about the animations. The gang tackle sack animations were always a bit off or nonexistent, really. The stats were tracked, I’ve seen plenty of half sacks recorded. But, I really think it’s just the animations. A second player coming in to clean up the sack never looked quite right.
    Sent from my iPhone using Tapatalk

    I agree with this, and at the same time, I've seen plenty of legitimate Gang Sacks in Madden 18 that were recorded in the stats properly. Madden 18 had plenty of Ragdoll physics that allowed for generous amounts of multiple player interactions....including those on the Quarterback.
    Personally, I feel like '19 toned down the physics in terms of Gang Tackling in general, which is why they currently seem nonexistent.
    reverend_heat
    This is of course something catered directly to comp players, spun as a benefit to sim players who will in turn absolutely hate it. Just call the game what it is, Mutten 20
    With the x-factor (repurposed power-ups?), boss battles, one game speed, and now this, I was thinking welcome to MUT Franchise, but I like MUTTEN 20 more.
    Sent from my SM-S727VL using Operation Sports mobile app
    I have mixed feelings about what's been revealed so far.
    A few of the additions seem like no-brainers. The pass trajectory and linebacker changes are very welcome and it's good that there are still exceptions for a few defenders. The unique QB animations are long overdue and should contribute, if only slightly, to making the game's elite signal-callers feel like their real word counterparts. Hopefully more quarterbacks can get that treatment for Madden NFL 21 (or, perhaps, even through patches for M20). Overall, this development cycle's general focus on player differentiation is welcome, but...
    ... some star abilities and x-factor traits are worrying. Specifically, a lot of the ones that Mahomes possesses seem a little bit too overpowered. I understand he's a dynamic talent in real life, but I'm not sure if some of those abilities making parts of his game "perfect" is the best way to replicate that in-game. Hopefully, there aren't too many 80 yard "bazooka" bombs in-game. Off the top of my head, the longest pass I can remember in a real NFL game is 65 yards (see below).
    Mixed feelings on removing game speeds too. Taking away options from the user isn't inherently good, but if doing so does cut down on bugginess and jankiness then it might be worth it. If that's the case, hopefully it would put the development team in a better position to bring the other game speed options back for M21.
    Also, it looks like the separate game styles introduced in M18 aren't going to be built upon in a meaningful way which is a shame.
    The 65 yard pass I mentioned earlier: https://youtu.be/i5UKir1Py70?t=8
    Godgers12
    What I don't get is that they have 3 play modes. Use them. Give us more immersion elements in sim, and streamline everything in comp. It's not that hard.
    Sent from my SM-G965U using Operation Sports mobile app

    Because they can't really differentiate the gameplay as they claimed. Sim mode does not really play that much different than comp mode. It just has injuries and penalties ( very little of these even). Thats your real difference. Pretty sad really but just another thing over hyped and way way under developed.
    howboutdat
    Because they can't really differentiate the gameplay as they claimed. Sim mode does not really play that much different than comp mode. It just has injuries and penalties ( very little of these even). Thats your real difference. Pretty sad really but just another thing over hyped and way way under developed.

    It has gameplay differences as well, but they weren't taken as far as many here probably wish they would have been. The mods have taken the differences and made them much more noticeable in simulation mode, or comp for Nectar, and the game definitely can get a different feel when editing the same values EA has access to,
    canes21
    It has gameplay differences as well, but they weren't taken as far as many here probably wish they would have been. The mods have taken the differences and made them much more noticeable in simulation mode, or comp for Nectar, and the game definitely can get a different feel when editing the same values EA has access to,

    Well , i have played both comp and sim modes since they started them and ive yet to really "feel" a difference. Players do not any more play according to their attributes in either imo.Thus it feels like there is not real point in the two if the biggest noticable differences is a couple injuires and a couple penatlies per game.
    One thing they didnt touch on( if they did i missed it) and something, as a soley online commish , i have to wonder is this :
    Say we dont like the x factos and think in PvP we feel it is unblanced for the league .
    If i edit players with x factor down to SS will they lose their x factor abilites?
    Or say someone likes them , and wants more to have them ( say 1 per team at least) If a player is SS dev , can you edit him up to X factor and what determines the special abilities he gets ?
    I guess that could also be a question towards custom draft classes too. I just don imagine they let us edit and pick which X factors someone gets, so just curious how all that would work really.
    howboutdat
    One thing they didnt touch on( if they did i missed it) and something, as a soley online commish , i have to wonder is this :
    Say we dont like the x factos and think in PvP we feel it is unblanced for the league .
    If i edit players with x factor down to SS will they lose their x factor abilites?
    Or say someone likes them , and wants more to have them ( say 1 per team at least) If a player is SS dev , can you edit him up to X factor and what determines the special abilities he gets ?
    I guess that could also be a question towards custom draft classes too. I just don imagine they let us edit and pick which X factors someone gets, so just curious how all that would work really.

    I don't think you should ever be editing any players in an online sim league.
    Do your users know you're making these changes???
    You should leave those ratings alone for the sake of transparency and fairness IMO.
    ODogg
    I don't think you should ever be editing any players in an online sim league.
    Do your users know you're making these changes???
    You should leave those ratings alone for the sake of transparency and fairness IMO.

    I have a ran the league since madden 12. I do not just up and edit players , i agree a commish should not do that. There are other reasons Im asking about this :
    1- if as a league we ( or other leagues) feel the X factors are OP and do not want anyone in the league having them, then id like to know if by editing their dev down to SS if they would lose them. Because its something i could see our owners maybe asking for as well as other leagues out there ( my questions are not just about me or just about our league , but online leagues as a whole as i communicate with many online commissioners and know that many are already weary of these abilites getting out of hand possibly because its EA)
    2- Numerous leagues use custom draft classes(mine does not but still trying to find info for others who do). Im curious how those things would work either changing some devs down and losing abilities , or creating more x factor players and what would determine their abilities.
    Not sure why they came up with this feature, i dont think people asked them to turn this into overwatch where we are using a bunch of super heroes out here with super skills.....
    Great now not only are players without these special skills are going to be much less effective, but now the pack selling and loot boxes going to be including some players with special skills some players without, just a money grab that doesnt add anything toward the gameplay...
    Even more evidence how far this game has fallen, it almost feels like the last attempt to try to get the most they can out of these lootboxes before they get stopped by the goverment which already have proposed bills to stop lootboxes gambling.
    I fear this years madden will be even worse then the last couple years and it sucks because i am a football addict.
    HypeRNT
    Not sure why they came up with this feature, i dont think people asked them to turn this into overwatch where we are using a bunch of super heroes out here with super skills.....
    Great now not only are players without these special skills are going to be much less effective, but now the pack selling and loot boxes going to be including some players with special skills some players without, just a money grab that doesnt add anything toward the gameplay...
    Even more evidence how far this game has fallen, it almost feels like the last attempt to try to get the most they can out of these lootboxes before they get stopped by the goverment which already have proposed bills to stop lootboxes gambling.
    I fear this years madden will be even worse then the last couple years and it sucks because i am a football addict.

    Many people have been asking for years for players to have personality and the great ones play different and "special" from others so when you're playing as a Tom Brady it's not the same as playing with a third string QB.
    This is definitely a long requested feature!
    Sent from my iPad using Operation Sports
    ODogg
    Many people have been asking for years for players to have personality and the great ones play different and "special" from others so when you're playing as a Tom Brady it's not the same as playing with a third string QB.
    This is definitely a long requested feature!
    Sent from my iPad using Operation Sports

    Personally I'd have much preferred it if this had been achieved however by a greater differentiation between and greater impact from the ratings system and an expansion of the under developed but already present traits
    But not having seen or played the game it's way too early to form an opinion as to whether this way is going to be an improvement or detrimental to my sense of realism
    ODogg
    I don't think you should ever be editing any players in an online sim league.
    Do your users know you're making these changes???
    You should leave those ratings alone for the sake of transparency and fairness IMO.

    There are def reasons why editing permissions is a huge benefit. Like howboutdat, I'm also commish of an online CFM for years now. FWIW, it does show that you've edited players so there's no secrecy.
    1) Some leagues incentivize activity with a boost to Star dev, for instance. We don't but that's one use case.
    2) Fixing innocent mistakes has been made easier by the ability to edit contracts. Or similar scenario but not a mistake, our Raiders & Bears owners agreed to enact the Khalil Mack trade after we'd already created the file but before we'd play any games, to keep it realistic. I needed to edit the contract to keep it realistic.
    3) In I think it was M17, I actually edited CB speed as I believe that was the year where CBs were all incredibly slow vs WRs. We had a set system where CBs drafted in the 1st rd got boosts to SPD, AGI, ACC, MCV, ZCV, 2nd rd got SPD AGI ACC, and 3rd rd just AGI ACC. That type of thing. Kept gameplay balanced, was objectively spelled out, and not based on my discretion.
    4) I'm sure I'm missing some other use cases.
    I realize there are bad apples out there who would (and def have/did) abuse edit rights. Leagues have collapsed for it. But those leagues would have collapsed anyway. For leagues that represent a core group of guys who play together each year and where there is a high degree of trust, it's been a major boon.

More in Madden NFL 20

To Top