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Madden NFL 19 Details on Gameplay, Locomotion, Catching Improvements, Player Signatures & Much More

Madden NFL 19

Madden NFL 19 Details on Gameplay, Locomotion, Catching Improvements, Player Signatures & Much More

Lead gameplay designer, Clint Oldenburg, has posted a new Madden NFL 19 blog detailing gameplay and the new real player motion. Plenty of good information here. Check it out and post your thoughts.

Gameplay in Madden NFL 19 was developed with two primary objectives:

1.      Player Control across the field

2.      Immersive NFL Experience from start to finish

To achieve these objectives, our goal is to deliver the most significant animation upgrade in Madden history. Madden NFL 19 introduces a package of features known as Real Player Motion – featuring authentic player movement, more player control and responsiveness, and player signature behaviors that will immerse players into the NFL each and every game.

Real Player Motion – Locomotion

Player Locomotion, or Run Cycles, is the feature that is going to have the biggest impact on Madden gameplay.  The Locomotion system has been rebuilt using technological innovations from across a variety of EA games and was designed in a way that intuitively balances the line between responsiveness and authenticity.

The new Locomotion system delivers the precision of making sharp cuts vs. rounded turns based on button inputs.  Want to make a sharp cut up the field before stepping out of bounds near the sideline? Let go of the RT/R2 Acceleration Burst and move the LS in the desired direction to cut sharply on a dime. Want to run at full speed, making minor movements to avoid losing momentum? Hold down the RT/R2 Acceleration Burst to carve through the defense.

Managing the Acceleration Burst mechanic will have the biggest impact on the way you play Madden. When used, Acceleration Burst will take your player to top speed based on his ratings but prevent you from making drastic direction changes without losing speed. When NOT accelerating and using ONLY the LS to move your player, you can make sharp, precise cuts and drastic direction changes, but cannot run at top speed.  This change in speed transitions allows you to be in full control over how you want your player to move on the field while offering the most visually authentic locomotion we’ve ever had.

In addition to the movement benefits, players’ Run Cycles will be visually and functionally separated based on each player’s height, weight, position, and ratings. There are multiple versions of Run Cycles in Madden 19 so that each player will feel and look unique. A big, bruising fullback may have to take a few extra steps to make that sharp cut up the field as opposed to a short, shifty scat-back, who can quickly put his foot in the ground and go.

One-Cut

Speaking of putting your foot in the ground and going, One-Cut is a new ball carrier move that does just that by leveraging the skill of the Acceleration Burst with the precision of the new Player Locomotion. Inspired by ”one-cut” backs in zone schemes, and further supported by Minnesota Vikings’ WR Stefon Diggs’ miracle play in playoffs, this mechanic unlocks the ability to burst out of a controlled cut on a drastic direction change up the field.

When making these cuts, there will be a small timing window open to activate a faster version of the Acceleration Burst as the outside plant foot hits the turf, simulating the burst ball carriers get when sticking their foot in the ground and hitting the hole. But be aware, this mechanic is so powerful, it comes with a heavy stamina hit, so you’ll have to be smart about when to deploy the move, as you’ll most likely only have the energy to pull off only one in a single play.  The speed and effectiveness of One-Cut is of course tailored to fit each player’s individual ratings and scales per your difficulty level.

Strafe Burst

The defensive counter to One-Cut, Strafe Burst is very similar in its look and feel, as it will allow your defender to have a similar ability to quickly accelerate out of a foot-plant to go make a play.

When holding LT/L2 to strafe on defense, you can accelerate out of the strafe and into a sprint by releasing the strafe button and quickly activating the Acceleration Burst on RT/R2.  It uses the same timing window system as One-Cut and mastering this mechanic will give your defender the ability to make a play on the One-Cut in the open field, while carrying a similar stamina hit.

Branching Special Moves

In Madden 19, you can chain together ball carrier special moves and make a smooth transition from one to another before each is completed. You want to quickly transition from a Juke to a Spin and back to a Juke? Real Player Motion allows the freedom and creativity for our players to take their best shot at putting out some of the best highlight videos ever seen.

Hit the Hole

Traditionally, one of the areas of the game where our players felt like they commonly lost control is when navigating through tight gaps in the trenches on running plays. Real Player Motion allowed us to make a new Ball Carrier mechanic to ensure more player control at this critical point in the run game.

Known as Hit the Hole, this is a Right Stick mechanic that is a contextual extension to the existing Juke system. When running through the line, if you want to make a quick direction change to get through a gap in the line, flick the RS towards that gap and you’ll see your ball carrier make a contextually appropriate direction change into the gap that will get him through quickly and efficiently, without tripping over his linemen or getting stuck behind them.

The player skill here lies with recognizing when an open gap exists or not. If you flick the stick towards a gap that has closed, your ball carrier will still make the direction change, but instead of squeezing through the line, he’ll be tackled instead.

Push the Pile

Building on the same area as Hit the Hole, Push the Pile is a new ball carrier mechanic that fits the same objective around player control.

Sometimes, on inside run plays, there are no open gaps to run through and you need your player to intentionally make contact with his blockers. Built specifically for these cases, Push the Pile is an extension of the Truck Stick mechanic. If you want to engage your running back into the back of a blocker to just push forward or guide the blocking engagement out of your way to gain space, simply hold the Right Stick up as you make contact with the blocker to get into a Push the Pile interaction.

Based on the player ratings of all three players involved (the ball carrier, blocker, and defender), there are a variety of results for these interactions. These include versions that fit a big, bruising RB who might truck right into the defender as he’s engaged and knock him down; versions for smaller, shifty backs who can just place their hand on the back of the blocker and guide him out of the way; and of course, situations for the defender to tackle the ball carrier as he’s trying to push through the line.

Catching Improvements

For catching in Madden 19, we really wanted to address some of our players’ feedback from the standpoint of delivering more freedom for the user. Common player feedback around getting pulled into catch interactions you didn’t ask for or watching a receiver jump high in the air and not being able to defend him when you’re trying to knock the ball out. To address those, we’ve introduced a new Mid-Air Collision system for receivers who like to high-point the ball and new additions to the Catching system to give more player agency when user-ing your receiver.

Defenders will have more control to decide between interacting with the receiver during the catch or afterwards. ”Play Receiver” is now all about hitting the receiver hard to make sure he doesn’t come down with the ball. On offense, you will have more time to make your decision about the catch you want and react later in the play to make your final choice. The catch mechanics remain the same, but no longer will you jump up in air while holding either Possession or RAC catch mechanics, as we’ve invested in staying closer to the true intent of those mechanics. But be aware that if you attempt to RAC catch a ball that is throw too high, you will most likely not be able to catch it. Choose wisely.

Animation Quality

In addition to making the game feel authentic, we also have done a lot of work on making the game look authentic. Real Player Motion is more than just stick mechanics and player control – this new technology also has allowed us to build features that keep you in the moment all game long. Check out a few of the highlights below.

Tackling

When looking at all the core fundamentals in Madden, tackling has far and away gotten the biggest visual upgrade.

Our players will see tackles influenced by momentum, speed, and weight with our new Momentum Tackle system that ensures tackles play out as expected based on how the players started the tackle. When a defensive back is standing still or strafing to make a conservative tackle on a big, bowling-ball type of back running at him with a full head of steam, you’ll see the defensive back get taken for a ride while getting that back on the ground. Conversely, if the running back is trying to change directions and gets popped by a big linebacker running downhill, the running back will take the force of that hit and fall down in the appropriate manner.

We also invested heavily on improving our Tackling Physics system so that players who add-on into a gang tackle or get involved in the play late can find the correct animations to use in these interactions. They will no longer go into a “rag-doll” state or fall down while looking unaware of the game situation. These players will remain active in the play and their bodies will act according to the laws of physics and momentum.

We did not overlook the end of the play either. Anytime a tackle happens in Madden, players need to get up off the ground. To ensure that players getting up looked just as authentic as the players during the tackle, we built a new Get-Up system that allows players to smoothly transition from hitting the ground to getting up off the ground, to keep you immersed the experience. You’ll see players athletically roll with momentum to get up quickly, or see players intelligently delay getting up while other players on top of them get up first.

Lastly, we did a complete refresh of all of the Hit Stick animations. Every Hit Stick in the game will be new and use the Momentum Tackle system to ensure the same visual quality we expect with all of our tackles. Some new features also come in with the Hit Stick improvements. You can now attempt to Hit Stick a receiver during a catch but be careful not to be early or you will be flagged for Pass Interference. And the timing window has been decreased so that the Hit Stick is a true skill mechanic that will come with a heavier risk of broken tackles than we’ve had before.

Signatures

Beyond the features we’ve built for in-game physical immersion, we also wanted to deliver some personality to go with it. There’s two features we’re introducing in Madden 19 that deliver on Player Signature; QB Pre-Play Signatures and User-Controlled Celebrations.

QB Signatures

We studied hours of film and watched QBs across the league to identify what makes each QB unique in his behaviors and mannerisms before the snap and have begun to reflect that in Madden. Green Bay Packers’ QB Aaron Rodgers adjusts his thigh pad all the time. Kansas City Chiefs’ QB Patrick Mahomes is very deliberate when making pre-snap adjustments. All of these behaviors will be reflected in Madden 19 on multiple levels, including Contextual (fidgets), Functional (pre-snap adjustments), and Audio (all supported QB’s will have contextually correct on-field wires associated with each signature animation).  We are launching with a handful of NFL QBs fully supported and will continue to update more via post-launch updates.

User-Controlled Celebrations

You are now in control of what type of celebration you want to use after making that game-changing player. After a touchdown, sack or safety, you will have the opportunity to choose one of five celebration options via the Right Stick:

  • RS UP – Team/Group Celebration
  • RS RIGHT – Spike
  • RS DOWN – Player Signature
  • RS LEFT – Dance
  • RS CLICK/R3 – Swagger: Steal a Signature animation from the opponent team

Just like with the QBs, we spent dozens of hours watching film to see what celebrations NFL players are doing and which are the most popular, such as “Duck-Duck-Goose,” “The Bobsled,” “The Safe-Breaker,” and of course the many versions of “The Gronk Spike.” You will see a wide variety of celebrations that you see on Sundays, and we will continue to update this content all year long via post-launch updates.

Coverage

We’ve made several additions and improvements to our Coverage AI logic. For starters we’ve added new rule sets for Cover 4, Cover 3, Cover 2, as well as other improvements.  Here are some of the changes we’ve made.

Cover 4 – We have two new versions of Cover 4 (Quarters and Palms).  Quarters and Palms are commonly referred to as “Man Match” defenses, which simply means the defenders in coverage can match up and play man-to-man. Both coverage concepts are similar but with two key differences.

Against a formation where a slot receiver is present, and if the slot receiver runs a quick out, the defense in Cover 4 Quarters will handle this route with the “Quarter Flat” player.  In the same scenario with Cover 4 Palms, the defense will handle this route with the cornerback who’s playing “Outside Quarter.”  In a sense, the coverage plays like a Cover 2.

Cover 3 – For Cover 3, an emphasis was placed on improving the logic for Curl Flat defenders and adding rule sets for standard Cover 3 so it’s better equipped to handle route concepts from Trips and Bunch formations that traditionally give it trouble. When the offense aligns in a Trips or Bunch formation, Cover 3 Match, Cover 3 Sky, and Cover 3 Buzz plays will function more like the Cover 3 Mable play from Madden 18.

Tampa 2 The primary of focus with Cover 2 was adding new rules and logic for the Middle Read and Vertical Hook defenders.  The Middle Read player will now do a much better job of getting to the deep middle of the field to defend against pass routes that cross that area.  We also continued the work with our Cloud Flat players in regard to defending hi-lo route concepts and with new press animations.

Protect the Sticks – The Protect the Sticks mechanic has been overhauled and updated with new logic.  Now underneath defenders in zone coverage will spot drop the depth of the first down marker.

New Plays – The defensive theme continues as we’ve added a new defensive formation called “Big Nickel Over G.” This formation uses 4-2-5 personnel which is (four down linemen, two linebackers, and five defensive backs).  Three of the defensive backs are safeties, thus the name Big Nickel. The formation contains new plays and coverage concepts.

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  1. Trojan Man
    This sounds fantastic.
    Is there any way to know if the CPU play-calling logic and game plans got updated?

    Yes, they did, there is a video floating around with top 10 legacy fixes.
    Trojan Man
    This sounds fantastic.
    Is there any way to know if the CPU play-calling logic and game plans got updated?

    In the Top 10 Madden Gameplay Improvements video Legacy Fix #5 was Improvements to AI Playcalling.
    Americas Team
    Sounds good but no word on defensive/offensive line improvements and we still need to know if RPM applies to all 22 players on the field.

    I don't think the OL/DL got much love, but RPM is good for all 22.
    roadman
    I don't think the OL/DL got much love, but RPM is good for all 22.

    Could the one that made the video saying all 22 players will have RPM been mistaken? I only ask this since you would think they would have mentioned it in the gameplay blog.
    Cowboy008
    Could the one that made the video saying all 22 players will have RPM been mistaken? I only ask this since you would think they would have mentioned it in the gameplay blog.

    Maybe, but I can't see anyone making a mistake like that.
    Not only does he make it a point of emphasis speaking in the video, but also has it in writing on the video.
    roadman
    I don't think the OL/DL got much love, but RPM is good for all 22.

    These are just renamed, but some of us have always felt that although they were said to removed and not used anymore, still had some type of impact on gameplay.
    - hopefully some more info drop about their functionality
    This is huge because OL/DL interactions can be cleaned up a lot more with certain player rating combinations/levels
    khaliib
    These are just renamed, but some of us have always felt that although they were said to removed and not used anymore, still had some type of impact on gameplay.
    - hopefully some more info drop about their functionality
    This is huge because OL/DL interactions can be cleaned up a lot more with certain player rating combinations/levels

    I was going more or less off a game play reveal from Clint in the article that LBz just linked, but I see your point.
    QB Signatures
    We studied hours of film and watched QBs across the league to identify what makes each QB unique in his behaviors and mannerisms before the snap and have begun to reflect that in Madden. Green Bay Packers’ QB Aaron Rodgers adjusts his thigh pad all the time. Kansas City Chiefs’ QB Patrick Mahomes is very deliberate when making pre-snap adjustments. All of these behaviors will be reflected in Madden 19 on multiple levels, including Contextual (fidgets), Functional (pre-snap adjustments), and Audio (all supported QB’s will have contextually correct on-field wires associated with each signature animation). We are launching with a handful of NFL QBs fully supported and will continue to update more via post-launch updates.

    So imma hear Goff say “Ric flair, TuPac, Obama” pre snap???
    iNolaNightmare
    Good stuff in there. Excited for the Big Nickel package. 4-2-5 with 3 safeties has become very common in the NFL and isn’t exactly easy to replicate in the game.
    I just never see the point of having 3 safeties on the field in madden when you could toss a 3rd or 4th CB out their instead who has superior coverage to what a backup safety would have and in most cases speed. So I just hope that there is a benefit in Madden to having a 3rd safety on the field over a 3rd or 4th string CB. And if they have that formation it would defeat the purpose if they had a "4 CB" package or let you sub a cb in for a safety, so I hope they don't allow you to sub the 3rd safety for a cb.
    Sent from my SM-G965U using Operation Sports mobile app
    Godgers12
    I just never see the point of having 3 safeties on the field in madden when you could toss a 3rd or 4th CB out their instead who has superior coverage to what a backup safety would have and in most cases speed. So I just hope that there is a benefit in Madden to having a 3rd safety on the field over a 3rd or 4th string CB. And if they have that formation it would defeat the purpose if they had a "4 CB" package or let you sub a cb in for a safety, so I hope they dont.
    Sent from my SM-G965U using Operation Sports mobile app

    Well I don’t think it’s for competitive advantage but rather for realism seeing as though it’s a common set run in NFL. The 3rd safety plays more of a Rover position which is a hybrid between linebacker and safety and nickel. The Saints ran with it a majority of last year having Bell, Williams, and Vaccaro. If you’re deep in a franchise and have 3 great safeties you want to get in the field without just making the 3rd safety a typical nickel it sounds like it’d be cool to use that package.
    LOVED what I read in the gameplay blog and what I seen in the trailer before hand, altho it looked like old school CGI, it said it was in-game engine footage....but we know EA's history of bs. Lol. I don't think they're effin around this time. RPM looked LEGIT, and not like the typical Madden stiff animations, and seemed to highlight a jersey grab. This may be the 1st time in ages that Madden actually keeps me engaged beyond the 1st week of release.
    Godgers12
    I just never see the point of having 3 safeties on the field in madden when you could toss a 3rd or 4th CB out their instead who has superior coverage to what a backup safety would have and in most cases speed. So I just hope that there is a benefit in Madden to having a 3rd safety on the field over a 3rd or 4th string CB. And if they have that formation it would defeat the purpose if they had a "4 CB" package or let you sub a cb in for a safety, so I hope they don't allow you to sub the 3rd safety for a cb.
    Sent from my SM-G965U using Operation Sports mobile app

    Since they separated the route running ratings they hopefully at some point will do the same for zones.
    iNolaNightmare
    Well I don’t think it’s for competitive advantage but rather for realism seeing as though it’s a common set run in NFL. The 3rd safety plays more of a Rover position which is a hybrid between linebacker and safety and nickel. The Saints ran with it a majority of last year having Bell, Williams, and Vaccaro. If you’re deep in a franchise and have 3 great safeties you want to get in the field without just making the 3rd safety a typical nickel it sounds like it’d be cool to use that package.
    Yeah Packers run a lot of 3 safety looks with Burnett Jones and Haha and even 4 with Brice. With Burnett gone we will probably continue to do so with Haha, Jones, and Brice. And I had 5 safeties on one of my CFM teams that could start. I usually always draft one in the middle rounds or pick up a UDFA guy and develop him.
    Sent from my SM-G965U using Operation Sports mobile app
    roadman
    Good to see you LBz.
    Initial thoughts on the reveals?

    Just going with the flow man and not getting overly excited or disappointed until I play it. The focus on player movement could change the game though. It's been something we've pegged from way back when and now it's here. Hopefully, it's great. We'll see.
    LBzrule
    Just going with the flow man and not getting overly excited or disappointed until I play it. The focus on player movement could change the game though. It's been something we've pegged from way back when and now it's here. Hopefully, it's great. We'll see.

    Thanks LBz.
    I know you guys have been pining for that for a long time.
    TreyIM2
    LOVED what I read in the gameplay blog and what I seen in the trailer before hand, altho it looked like old school CGI, it said it was in-game engine footage....

    It was game engine footage. Not the same as in-game footage. Game engine footage means they used the game engine to create CGI.. Think Longshot cuts scenes .
    Read this on their site earlier - REVVED!!! plus things seem to be matching up with the trailer and the ball carrier vid I watched.
    Watch "Madden 19 - NEW Ball Carrier Mechanics" on YouTubehttps://youtu.be/pbTVswUm2WA
    Read this on their site earlier - REVVED!!! plus things seem to be matching up with the trailer and the ball carrier vid I watched.
    Watch "Madden 19 - NEW Ball Carrier Mechanics" on YouTubehttps://youtu.be/pbTVswUm2WA
    khaliib
    These are just renamed, but some of us have always felt that although they were said to removed and not used anymore, still had some type of impact on gameplay.
    - hopefully some more info drop about their functionality
    This is huge because OL/DL interactions can be cleaned up a lot more with certain player rating combinations/levels

    Reading above what you highlighted, I see:
    "Create your own hidden gems, and stash them in the lower rounds".....
    While Custom Draft Classes is nice for those who want to simulate real college prospects for drafting, I really hope they have more features to share about it come the day of the Franchise Reveal.
    As an offline guy, what would be the point of tampering with a procedurally generated player?
    If I make him an outlier of his position with his physical size (6'4/250lb HB like Brandon Jacobs), tweak his ratings so that they accomdate his size (95 Truck/Stiff Arm, etc), how would "stashing him in a later round" effectively hide him from me?
    I could likely tell which guy I created is just by looking at his height/weight alone - which stand out at his position - and discern that he's the man I edited.
    Not to be on the negative, but I really hope they have more to show on this particular feature that allows Classes to be more sporadic without too much user input.
    iNolaNightmare
    Good stuff in there. Excited for the Big Nickel package. 4-2-5 with 3 safeties has become very common in the NFL and isn’t exactly easy to replicate in the game.

    Big Dime 2-3-6 (normal) has this personnel by default.
    Sucram7777
    Reading above what you highlighted, I see:
    "Create your own hidden gems, and stash them in the lower rounds".....
    While Custom Draft Classes is nice for those who want to simulate real college prospects for drafting, I really hope they have more features to share about it come the day of the Franchise Reveal.
    As an offline guy, what would be the point of tampering with a procedurally generated player?
    If I make him and outlier of his position with his physical size (6'4/250lb HB like Brandon Jacobs), tweak his ratings so that they accomdate his size (95 Truck/Stiff Arm, etc), how would "stashing him in a later round" effectively hide him from me?
    I could likely tell who guy I created is just by looking at his height/weight alone - which stand out at his position - and discern that he's the man I edited.
    Not to be on the negative, but I really hope they have more to show on this particular feature that allows Classes to be more sporadic without too much user input.

    I mainly edit ratings to clean gameplay up more to my liking.
    As with any customization mechanism, if one wants to use it to gain an upper hand, it just falls upon their experience.
    Personally I might scout and highlight my draft board before any editing, but after that I just Sim the picks.
    Yeah, the blog sounds fantastic, but as many have said, truly u have to wait to play it to ‘feel’ the changes. But, really, everything in this blog is on point. I was discussing wr vs SS in another thread recently, and Clint’s explanation of how scenarios will play out sounds exactly like what I want to see, anyways! Lol. So, good deal there. The one cut accel burst will be interesting to see as well. If done well, could look/work really well.
    He’s touting the RPM pretty heavily. He’s touting the physics/momentum pretty heavily. Claiming that a 6’2 big RB will look/play different than a 5’7” scat back. Different animations for those guys and whatnot.
    Sounds like more control on the catches or defense swats or hitsticks. All of that sounds great.
    If they’ve implemented the rb movements well with the ‘holding RT’ vs ‘just the left stick,’ that can be a game changer to a degree just giving more options in the run game. I also like the drive the pile stuff and think they were smart to put on the right stick. I have often times been stuck in a pile in M18, and almost instinctively wanted to push up or up-right with the right stick to find the gap, so I think I’m going to like that mechanic.
    So much good stuff in that blog, really. But, of course, it all comes down to ‘how it actually plays when it’s in my hands.’ Lol.
    So, I’ll say I’m actually looking forward to 19 more than I was 18, actually, and hope the game feels as good as they say for the changes made. The little things like the QB adjustment/fidgets/etc sounds like a more immersive experience. The lack of rag-doll and more contextual awareness of players at all times sounds good.
    And, u get to choose your celebration. This is an otherwise trivial addition, but I’m a fifa Guy, too. And, I always have a set bunch of celebrations I like to pull off depending on who scored the goal. Lol. So, I’m going to enjoy this. And, u get to do on sacks and a few d plays, too? That’s going above and beyond on that one. They could’ve easily just left it with TDs, but adding to D celebrations is a great extension of that.
    Sent from my iPhone using Tapatalk
    I realize some of the things I want to see in madden  is in the minority in want and need so I don’t get overly disappointed with that. Honestly though at 35 I’m beginning to feel aged out of madden. It reminds me a lot of hip hop music  in comparison. With this esports stuff (and I realize how big it’s getting and I’m the dinosaur) remind me of mumble rap. I just can’t relate to it and I feel later iterations of madden won’t be something I’ll purchase as it creeps slowly but surely away from the simulation I’m looking for. 
    I may have missed it, but is target passing still locked to being pin point accurate? I didn't play the game last year, but I feel like I remember that accuracy ratings did not affect where the ball went when target passing. That's correct, right? If so, any mention of changing that to being ratings affected?
    Of course they remove it. Typical EA. Such a shame, was really looking forward to using that in '19 and was hoping it was tied to the ratings this year.
    canes21
    Of course they remove it. Typical EA. Such a shame, was really looking forward to using that in '19 and was hoping it was tied to the ratings this year.
    You said earlier that you didn't play 18, so I am assuming you don't know how awful the mechanic was.
    Sent from my Pixel 2 XL using Operation Sports mobile app
    seasprite
    You said earlier that you didn't play 18, so I am assuming you don't know how awful the mechanic was.
    Sent from my Pixel 2 XL using Operation Sports mobile app

    Was it implemented so poorly that it didn't even compare to the Read N Lead from NFL Fever?
    Also, now that I do think about it, I did play one series of Madden '18 and I'm pretty sure I threw a TD pass with target passing, but obviously I don't have much of a feel for it or the game when I played it at most 6 or 7 plays.
    I didn't know they tanked it that quick lol not even gonna worry about what may happen to pass play at all until 20.
    Just leads me to believe RPM will take over Qb motions and then they will just be fixing physics and trajectory. Ever notice the madden models used in stat overlays in real life games ?
    Sent from my VS987 using Operation Sports mobile app
    canes21
    Was it implemented so poorly that it didn't even compare to the Read N Lead from NFL Fever?
    Also, now that I do think about it, I did play one series of Madden '18 and I'm pretty sure I threw a TD pass with target passing, but obviously I don't have much of a feel for it or the game when I played it at most 6 or 7 plays.

    I do not know what nfl fever is, but the idea and implementation were not for me. I’m interested to know how anyone successfully completed a pass (let alone a TD) with target passing
    Sent from my iPhone using Tapatalk
    NFL Fever is an old football game that had a Target Passing like system all the way back in 2003. It worked very well back then once you practiced with it. If Target Passing was similar to it, then I would imagine I'd have liked it. However, I think ratings tied into it in Fever unlike Madden last year.
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