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Madden NFL 20 Beta Impressions, Post Your Weekend Thoughts

Madden NFL 20

Madden NFL 20 Beta Impressions, Post Your Weekend Thoughts

After a weekend of playing the game, here’s our initial impressions of the Madden NFL 20 Beta.

Phil Varckette

My first impressions are that the game is better overall than ’19. I like the quicker pace. I feel like all the players move faster but are still under control. I seem to be noticing that the CPU is more competent overall. I’ve had CPU running backs making realistic runs by using special moves and seeming to know where the hole is.

X-Factors are interesting. It’s not as easy to charge up a player as some might have thought, including myself. I can’t just get sack after sack with Myles Garrett on All-Pro level. So at this point in time, I wouldn’t say they are overpowered. I also noticed some little things such as the way players stand waiting for the kickoff being more realistic looking, as well at the way the return man waits for and receives the ball. Little things like that go a long way towards authenticity.

Madden 20 seems to have taken a step in the right direction once again. If you like Madden, then you will definitely like Madden 20. If you don’t like Madden, don’t expect to be blown away and all of a sudden have the football game of your dream. But I think you can expect a solid improvement if my early impressions of the beta hold up.

Matt Llewellyn

Right off of the bat, the adjusted passing trajectories have been something I’ve wanted for at least three years and they’re done so very well. Gone are the 60-yard bombs on a line. Instead, the pass trajectories make sense in regard to the context of the throw. Also well done is passing accuracy. Throwing on the run isn’t quite as good without the requisite traits for it and that’s definitely a welcome change. Also, once the improved pockets start to collapse, accuracy can also take a hit.

One of the biggest changes for me though, is the elimination of the robo LB. The middle of the field is finally viable to throw to because linebackers can’t snipe a pass by leaping 38 feet in the air for a pass intended for a WR 40 yards past him. The pass rush feels really nice and I like the emphasis placed on being able to read the defense and getting the ball out quickly.

Speaking of getting the ball out quickly, RPOs are a lot of fun and add a cool dynamic to offense. This goes along with the improved player motion (which is faster and far smoother) to create a Madden that is quite frankly more fun to play than in the recent past. Other positives so far include being able to house a fumble instead of diving on it, a brief preview of the scenario engine via franchise mode in the beta, and the addition of X-Factor traits, which are far less OP than initially feared.

My one worry is that, like Madden 18 and ’19 before it, the build played in June is changed for the worse by launch due to community uproar about it being different than they remember or harder at first than they’d like. I’d implore the community to play the game upon release for at least a month before asking for any patches or changes, and that the feedback for this beta be more about glaring issues instead of gameplay changes that are actually really fun and vitally needed so that Madden 20 isn’t just the same old.

Jeff Botkin

My first impressions with Madden 20 beta are mixed. There are several positives right out of the gate. The game speed is quick and feels more realistic. I noticed this in the passing game. When dropping back to pass, you need to know which routes your receivers are running. The pocket closes quickly and against good defensive ends such as Khalil Mack there is a noticeable difference in his ability. You need to be able to get rid of the ball quickly, dump it off or tuck it and get outside the pocket. The AI seems more on point requiring your offensive game plan to be thought out if you want a long sustained drive for six. My early negative is that the QB animation seems choppy and not as fluid. This impression may change with more time in the beta.

TJ Henderson

Polish is immediately apparent in player movement, tackle animations and response time. The game feels quite a bit more ‘zippy’ which at first had me questioning whether I had loaded the old arcade rather than simulation gameplay setting. But this is a deliberate change, and one I’m beginning to appreciate after some initial alarm bells.

Finally, X-Factor Superstars are an absolute gamechanger like possibly nothing I’ve ever seen in the series, including the ‘weapons’ introduced in Madden 08. Playing the Pro Bowl opening, I was suddenly very much aware that I was surrounded by incredible talent, and I was made to pay by not accounting for their position on the field.

The goal was to make superstars feel like superstars, and these players are elite. But the question I and all of you will continue to have is are they overpowered? So far, it seems Madden has struck a delicate balance between the gods of the gridiron and mere pigskin mortals.

Kevin Scott

After playing just a couple of games (the opening Pro Bowl and the first game of a Giants franchise), my first impressions are that the gameplay in the Madden 20 beta feels significantly smoother than Madden 19 while the presentation in most areas remains largely unchanged.

The movements of players seem less clunky and unnatural than Madden 19, as ball carriers are able to slip through small holes without getting caught up awkwardly on their blockers. Defense appears to have caught up with offenses a little bit this year, as the pass rush not only can get to the QB a little quicker, but has the ability to affect the accuracy of throws and possibly lead to INTs. There are still some issues with players’ limbs bleeding into other players’ bodies on collisions and some legacy animations that are a little too familiar, but there’s a new polish to movement in general, including CPU awareness in running with the football.

It is a little disappointing to see most of the UI and in-game presentation carried over from last year, especially in the case of a franchise mode that’s crying out for big changes in this area.

The jury’s still out for me on the impact of X-Factors in the beta, but for now I can’t help but think how silly it is every time a graphic flashes on the screen informing me that a player is “In The Zone!” If EA is striving to make the games look as close to the real thing as possible, this wouldn’t exactly seem to fit the bill. But as I said, I’m trying to keep an open mind.

Josh Houtz

Although I have not had as much time with the beta as I had hoped, I can say with confidence Madden 20 feels significantly improved compared to last year’s game.

Visually, aside from a fancy new scoreboard and splash graphics, this year’s game resembles Madden 19. This is not necessarily a bad thing. However, for as much as I like some of the new graphics, seeing a “BOOM” after a big hit really doesn’t scream realism. Nevertheless, the gameplay feels much improved from last year’s game. Players move more natural and seem smarter.

As others have mentioned, the defense finally appears capable of holding their own. Elite pass rushers feel like elite pass rushers and leave offensive linemen grasping at thin air. The same can be said for the secondary play, as it just seems more refined this year. And as reported earlier in the year, gone are the days of LBs leaping 80 feet into the air to come away with an interception.

On offense, ball carriers hit their respective holes and can make game-changing plays with the flick of a finger. Trench play seems more balanced and improved, and QBs no longer have all day to throw. Pockets form and equally as impressive collapse at the drop of a dime. The passing trajectories are a thing of beauty and give a much more realistic feel to the game we love.

I’m still uncertain about Superstar X-Factors, but my fear of it being too easy to obtain and overpowering is no longer there. Superstars finally feel and play like their real-life counterparts. There’s still a lot of uncertainty surrounding Madden 20, but if the beta is any sign, EA is on the right track.

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  1. The game has a very PS2-era feel to it. The slower passing velocities and the trajectories they introduce along with the way players feel brings me back to those games. The on field gameplay truly feels like a successor to those games and not what we've had since the generation after. This is what Madden 06 should have been. Removing the options for game speeds seems to have paid off as the one permanent speed feels more polished than ever.
    The pass rush is awesome and I hope EA does not nerf it moving forward. The slower QB releases and the windups on deeper passes is lovely. Timing is more important than ever and I love it.
    X-Factor players play like superstars. These guys are simply on another level and I love the feature. For my fellow 2k guys out there, think of the gold-tier legends and how great they were. That is what the X-Factor players play like. And beyond that, the player differential between non-superstars still feels more noticeable than any games through the last two generation of consoles. Again, this is another aspect that is more PS2 era.
    Overall I love the gameplay on field. It feels weird to say that I love the gameplay of Madden, but I admit it, I do. I've been playing the PS2 era NCAA's lately because I miss them and they give me great nostalgia plus they play better football to me. Having played those recently the way they play is fresh in my mind. This beta plays like those games. If you enjoyed those games then you will enjoy this game on the field.
    Now, off the field is where this game struggles. The scenario engine is very disappointing. It's just an enhanced weekly goals system more or less. It does not seem to be creating narratives all around the league at all. No trade demands, no holdouts, etc. It's a big letdown. I think the entire CFM mode is a big letdown once again. As good as the gameplay is, CFM remains to be the exact opposite. It's very depressing to have such a vanilla mode that feels like a chore to go through sometimes. It doesn't feel like a living breathing world. Each year feels like it is taking place in a vacuum. It's just an overall shallow mode that would be the worst franchise mode in all of modern sports games if NBA Live did not exist. EA really needs to just go bananas building CFM, it is embarrassing what they have let the mode devolve to.
    Presentation is also disappointing. EA seems to have no desire to really improve the presentation in Madden. They added the half-time show last year, but outside of giving the scoreboard and all of the UI in the game some weird beach-like vibe as if you just walked into a Waves store you see all over coastal cities the presentation seems largely unchanged. They did seem to finally fix the camera from cutting to the coaches constantly, but nothing was added from what I can tell.
    Overall Madden is a game that delivers on the field. The PS2 games were the best in the series and this game takes a giant step towards replicating the experience of those games with the bells and whistles of modern technology added on. The game is a big failure off of the field. As much as I love the gameplay on the field I absolutely hate the lack of depth to the gameplay off of the field. I'd probably give the game a 7 out of 10 based off of the beta. It's a very pretty game that does excellent things on the field, but the lack of depth to the game modes is just embarrassing for a AAA developer that produced NFL Head Coach, that had deep franchise modes in all of their sports titles on the PS2, and that basically is the forefathers of Owner Modes in sports games.
    Also, I noticed Kane never liked my post in the ratings thread that was locked so it's obvious he is confirming we are getting an NCAA game in the near future and EA getting the 10 teams in this year is just the first step towards the series returning. Thanks for the confirmation, Kane!!! I cannot wait to run RPO's with Miami against Appalachian State next year!
    This is a long post, I know, but these were notes I was taking as I was playing the beta, and as I’m extremely satisfied with M20 as of right now, just wanted to share them all.
    Madden 20 beta notes
    First INT returned for TD
    - play flip around when INT felt good and easily transitioned to running the other direction for 80 yard INT return.
    Presentation
    - replays are roughly the same for those people that thought they might be cut back with new hurry up to line. They also appear to be more contextually correct as well.
    - Got pressure on qb, he threw a very realistic incomplete. Next play was 3rd down, I had good coverage and sacked him for 10 yard loss. As he was getting up, he chucked the ball to the ground in disgust! Lol. To which, Gaudin mentioned this during the replay. Solid.
    Defenders hurrying up to lineup looks FANTASTIC
    - D players FINALLY hurry into position. No more goofy looking sidestepping animations to get into position, lol. They look ready and on their toes and get into position very quickly and realistically.
    No walking to line
    - This is actually totally fine and not an ‘immersion killer’ for me, personally. Moves the game along. I play 2 hour games, so this benefits me. Less ‘goofy’ animations from players trying to lineup.
    - However, under no huddle conditions, I have to imagine H2H players are going to cringe on D. While many h2h players hot route a lot, and as such, the D user may have more time to call their play and then hot route on D, when playing the cpu, for me, if they ran no huddle without hot routing, I only have like 3 secs to call a play. Now, for me, under no huddle conditions, I often simply go man, man, man, or Tampa 2, Tampa 2, Tampa 2, so maybe not a huge problem. But, irl, I’d like to think u either have the D coach speaking to Lb through helmet mic, or at least, barking orders, or giving hand signals to maybe run a blitz or switch from man to zone, so we should have this ability on D as well. To click through multiple plays to find your fav zone or man or blitz takes longer than 3 secs. So, this no huddle hurry up presentation they’re touting will affect D play calling ability, imo.
    - Again, in h2h, as long as both players hot route for 5+ secs, this may not be a problem.
    Running the ball feels nice.
    - nice, crisp jukes, man.
    - Very responsive user input to juke.
    - My first kickoff return, I setup a nice spin on first defender to immediate juke right, and it was crisp as hell (as it SHOULD be). I got the spin fake and juke fake on the appropriate defenders, and then was tackled by appropriate defender as well.
    Graphics appear to be a little more ‘cartoonish’.
    - I don’t mean this in a positive or negative stance. I’m very neutral to it. But, there’s just a little more ‘cartoonish’ feel to the graphics. Sort of like Borderlands. Just a different art style.
    - It’s possible this allows for better animation transitions, because this game def has better animation transitions than any other madden to date.
    Superstar and X factor CAN be turned OFF in franchise.
    - for all the simheads who don’t even want to try this new zone abilities thing, it actually does have a toggle.
    - No offense to EA, but I am AMAZED they added a toggle for this upon its inception. Lol. Good job, EA. Choice is always best.
    They finally added chatter to the field!!!
    - lol. I think they’ve had chatter in the game, but I’m not even sure as I don’t feel like I’ve heard enough in the past few years.
    - But, this year, u absolutely hear things like, ‘big hit! Big hit! That’s right, baby!’ Lol. Things like that. I’ve wanted to hear this type of chatter for awhile, so I’m pleasantly surprised with this.
    Sound effects
    - holy cow. The sound of the kicker kicking the ball is fantastic. Lol. And while this is otherwise a minimal thing, I really specifically mean that the sound of the kicker kicking the ball just sounds so much better and realistic than past versions of the game.
    Sack animations are much more varied and realistic looking.
    Interesting sound effects when throwing the ball. And, there’s somewhat of a delay and zoom when throwing. This is all GOOD. Hard to fully explain. You’ll have to play it to hear and feel it, but I kind of like it.
    - in essence, I think they made different sound effects for bullet, lob, etc. which, at first might sound ‘off,’ but honestly, it’s a good video game thing to do simply to tell u that u successfully threw a bullet if u turn off visual feedback or something. It’s a little ‘arcade,’ maybe, but again, I actually like this subtle change.
    Cpu punting seems MUCH better.
    - I got completely coffin cornered on the 2, and just something about the trajectory and angle of the punt looked so different from prior maddens.
    - In prior maddens (including 19), the cpu punter is always a goofball kicking the ball way out of bounds at the 20 or 30 with no concept of kicking a coffin corner punt. I was AMAZED when this punt happened to me. Lol
    Fantastic PI called against my user lb turning and hit sticking the wr just before the ball got there. Looked extremely realistic and was appropriate based on my user input.
    Players feel much more ‘individualistic’ meaning they all really seem to be doing their own thing and taking appropriate angles on D. As opposed to that ‘tethered’ feel where all D players move and glitch in stride with each other while chasing the RB.
    D lineman now really ‘push’ o linemen backwards. Line play overall feels better because of this. U don’t always push back, but when u do, u ‘feel’ it and instead of just spamming the A button to disengage, u now feel like pushing might be better idea.
    Wow. Lost the first game of my falcons CFM to vikes 43-26. Lol. I had 4 takeaways, they had 7. While that number is certainly high, I have to say that they were all legit. Either poor decision making by me or good coverage or big hits well timed. I play 15 min qtr with 17 Acc clock, just FYI. But, wow, I’m amazed at the gameplay. I love it.
    Big hits do not feel as over the top as 19 as well. Big hits exist and when timed correctly, they look great. But, they’re not as ‘big’ as 19. More realistic, imo.
    X-Factors
    - Ertz ate me up for philly. Lol. I got him out of the zone at some point, but he caught 17 passes for 200 yards. Lol. I won the game 35-33.
    - Julio made a fabulous goaline fade catch jumping over a defender similar to a catch I’ve seen him make irl. He got the 1v1, he beat his man towards the corner of the end zone, right when he beat him, Ryan threw a high point bullet, and Julio turned, jumped, and snagged it while the defender tried to catch up to Julio. Absolutely gorgeous.
    - Strangely, however, he was not in the zone at this point in time. Once, I got him in the zone, I was able to throw another goaline fade, and the defender knocked it away to take him out of the zone. So, honestly, there u go. That one play tells me zone abilities are not OP. If they were, Julio absolutely would’ve caught another TD.
    This game reminds me so much of madden 13. Not only in gameplay, graphics, individualistic player control, but also music. Lol. I really wonder if they went back to more of an infinity engine approach to 20, because, honestly, this game does not quite play like madden 15-19. 15-19 have a distinctive sort of feel to them that is extremely ‘related.’ Meaning, they all play similar and are all ‘related’ in some core way. Something about the specific animations. Something about the specific ‘jankiness’ of the animations (don’t ask me to define ‘janky.’ If you’ve ever played madden, u simply know what a ‘janky’ animation is. Lol). Something about the ‘input lag’ as well. Meaning, u had to press ‘juke’ early as hell because u knew he wouldn’t juke right away, so the timing was a bit early, imo, in order to be successful. Not with madden 13 or 20, man. There is ZERO ‘input lag.’ It’s fabulous. U simply wait for the right moment to juke, hit the sticks, and WHOOP! You’re juking fools. Again, it’s fabulous.
    I don’t think I can say enough positive things about the individualistic animations and character behaviors as well on the field during and after plays. I have Xbox one X, so I’m sure I’m seeing the smoothest gameplay animation atransitions, but man, it’s smooooooooth. The players do not feel tethered at all, imo. They are all taking their own appropriate pursuit angles and there isn’t that nasty ‘pause’ u see from players so often in madden 15-19. Those games all suffered from the lag, the pause, the lag input type deal. Madden 20 does NOT. Again, it’s fabulous.
    After 3 games in franchise with the falcons, I am 2-1 with my first game being a tough loss vs the vikes by 20+. I threw a ton of ints getting used to the new gameplay and the minor playbook changes. Uggghhh. They always change about 5 core plays per year that were staples of my offense and I have to find a few new plays to add some wrinkles. And, I have to say, I didn’t know if I’d run any RPO and didn’t know if the falcons would have any as I don’t believe they’ve run this before, but I was pleasantly surprised with them. They’re easy enough to pull off and don’t seem overpowered just yet. I ran some and threw some out of it to see what’s what with mixed success and failure.
    Some people may not like the ‘star’ and zone indicators beneath the players, as I normally don’t like extra ‘arcade clutter’ on my gameplay screen, but honestly, it’s hardly noticeable when you’re actually playing. And, I have to give ea credit here. They really could’ve fouled this up hardcore by making it too jarring. Instead, you get some minor rumble in your stick (perfect, imo) to let u know you’re doing ‘something’. This could be making a good pass or making a good tackle. It varies. You’ll also see some ‘star’ graphics filling your player as he makes a tackle if he’s got a star quality. Keanu Neal has a star tackle quality, so when he would wrap someone, they weren’t getting away and the star would fill up. It’s all done graphically very well, imo. Again, not jarring, imo.
    My third game was a blowout by me as I think I’m getting hang of the new gameplay and playbooks. Julio had 5 tds. Lol. And, legit, I’m setting him up for success by running the ball and then PA for some deep balls. He had a goaline fade and a goaline slant for tds. He had a few deep balls. And, man, oh man, those deep balls. Wow, they’re beautiful, too, imo. The air they’re putting under the ball. People have been complaining about this some, but I’m here to tell u, it’s solid. U just have to set the pocket appropriately and time you’re throw, and you can complete them. The pass rush is solid. I’ve taken plenty of sacks so far adjusting to the gameplay. But, that’s on me. The pocket timing is perfectly realistic, and again, if u slide in the pocket (up, right, left, etc), u can buy an extra second or 2 needed to launch that bad boy down field. And, again I mentioned the sound effect of the ball ‘zipping’ off the qb hands. Here, I’m sure some sim guys may think that’s ‘arcade gimmicky’ or something, but as a simhead myself, this is also a video game, and the sound effect of the ball, I believe, is giving u an audible cue that you’re making a touch or bullet pass, or that you’re making a ‘good’ pass. Ea might clarify that for us after launch, maybe. But, I dig it. Lol.
    The sound effects and the on field chatter, man. This is FABULOUS and is finally done very well, imo. Seriously, the sound of the ball being kicked is FANTASTIC! Lol. The on field chatter is FINALLY there. I’ve been waiting to hear this FOREVER in madden. It’s finally there. I think the crowd noise is still lacking, but maybe it’s ramped up during playoffs or something.
    Everything is so much responsive in this game. I’m not just talking about gameplay, here. I’m talking about pushing menu buttons and such. Again, madden 15-19 just had some weird lag in menu button pushes and in gameplay. Something in 20 is making everything so much more responsive. Again, it’s fabulous. Lol.
    Sent from my iPhone using Tapatalk
    For me the game play was a hit. Game played well, I liked the pass rush... Don't change it.
    The run game was smooth and I liked how the RBs cut, juke and move. Much better than 2019. I was really happy with how the game played and game play is King and it is very good. Though fumbles are ridiculous in this game but a slider adjustment fixed it.
    I am also liking how the QB goes to the LOS eliminating the entire offense doing it, I still have plenty of time to adjust or call an audible, but it is a bit tougher on defense but only because I don't do it a lot and I've not got the buttons down to be fast at it.
    Im liking the X factors as well. Welcome addition to the game as well as the pump fakes by the QB.
    Liking the elimination of a lot of the coach shots on the sideline. A little is good, not every play like 2019.
    Thank Goodness the super LB play is gone. That was very frustrating.
    Not a fan of the new scoreboard. Like last years better. And I like the timeouts dots in 2019 better than the skinny lines on the bottom of the new one but I can get used to it.
    Upgrading of the players seems to happen more often than last year to help get those low rated rookies. Seems almost every week I was upgrading a few of them. Every other anyways.
    I play the Chargers so I did not run any RPO's as Rivers isn't doing any part of the R in RPO lol. Must say and I might be crazy but it sounded like Rivers when he was calling out the cadence, but I'm sure I'm hearing things lol.
    One negative is since the pass rush can be so strong I was unable to even get a screen pass as I was sacked every time before the RB could move to a place to throw it to him.
    The commentary is old and stale. Aside from adding names to their vocabulary, the comments/play by play seemed to be are all from 2019 but little things in the background was nice. Liked the crowd reactions which seemed to be a bit better.
    Now to the bad things which I'm seeing may not have been touched for this beta but il mention anyways.
    Presentation is the same old thing. Draft is boring, was hoping for a scouting upgrade, relocation is the same ol thing. No making of our uniforms, logos, or being able to choose to rebrand in the same places. Didn't get far enough to see if the commentary added the city names that have been left out the last two years.
    Contracts still need the added fifth year for first round picks and RFA'cy. CPU teams still don't offer trades, players don't demand trades or get disgruntled, no teams try to trade with you in the draft and free agent signings S I'll need work.
    Why on earth would the Giants draft a Daniel Jones at number six and because you gave Rookies a low rating, they signed Brock Stinking Osweiler who is now their starter. Osweiler has a higher rating but we all know he sucks. Why not just keep Eli in that case?
    Overall it's an upgrade because the game play is a lot better but for me, it's not enough to buy the game the way it is. So I'm at the wait and see stage when the game comes out to see what is added and fixed. Franchise still needs a lot.
    Im sure I'm forgetting something but I'm sure others will get to it.
    Positives
    Gameplay as a whole is smooth.
    Pass rush
    Super LB toned down
    Superstar abilities are effective but not overpowered
    Fixed the crazy wind speeds
    Negatives
    Too many hit sticks
    Regression too heavy on QBs specifically
    Scenario engine was a lie
    I'll keep adding to this as I think.
    Sent from my SM-G960U using Tapatalk
    From the beta thread:
    Positives:
    Pass rush, keep it EA, don't succumb to the itchy trigger fingers
    Cleaner, smoother looking game.
    Big advocate of the no huddles presentation, love this addition.
    The view around the stadium is much more enhanced and you can see out further than the stadium. Presentation notice.
    Pass trajectories feel real nice
    Sideline catches are a treat to watch and work
    There is some sideline interactions with players jumping up and down after a big play. (different than last years jumping around)
    No more cut scenes with seeing coaches faces 200 times per game
    I tested penalties, they work if above 50, not so much at 50. That's needs to still improve.
    Crowd swells seem to be louder and done at more appropriate times.
    I noticed it was raining in the first home Packer game. Yes, thank you!
    Superstars are now a thing!
    Negatives:
    I only noticed one blocking play that the D did a stunt and the center did not pick up the stunter. This could improve too.
    Too many fumbles from big hitters, that needs to be reduced.
    No comments on presentation, I know Canes is down on presentation, but last year, they held off presentation in the beta and I'm hearing they did this year too.
    Franchise mode, ehh, the player contracts look a bit better, but I still feel this mode is underwhelming.
    All in all, game play wise, best Madden I've played so far at this point.
    Only fix the fumbles and the penalties.
    Compared to past Maddens, this is by far the best gameplay. All pro sim is legit and fun as heck.
    -The QB release is so realistic that I found my self constantly hitting the replay button to gaze at the beauty that EA has bestowed upon us.
    -The animations are way ahead of Madden 19 as far as player momentum and physics go.
    -The ball trajectory is done well and it allows for really nice defensive battles.
    -Fumbles could be toned down just a little but I found that it did go both ways as far as fair goes.
    -Lighting is better than last year and the audio from the field and especially The PA announcer is really good this year.
    -New equipment has been added and their is a fix in the works for striped socks.
    -The no walking up to line of scrimmage had no negative feel to the game and kept the game flow going.
    -The Philly playbook is fun with all the new plays EA added.
    Overall, I enjoyed the Beta and feel like EA did a good job building upon last years game. The one thing EA has to work on going forward is making the sidelines and fans more realistic and interactive.
    I was lucky enough to snag a beta code and get some games in this weekend and mess around with CFM and here are my thoughts. I played 6 minutes games on All-Madden Simulation:
    Positives:
    Running the ball and player motion is well improved. I could hit holes smoothly and transition into jukes and spins seamlessly. Loved the improved stiff arm as well.
    Pass trajectories and qb throwing motions were adjusted but for the better of the game. QBs had a little bit of a longer throwing motion but the game had a realistic feel and I hope they stay.
    Pass rush was well improved and again more realistic for the better of the game. I hope this stays as well.
    XFactors are a nice addition and not OP like I originally thought they would be. Players in the zone stepped their game up but at the same time it was not difficult to knock them out of the zone.
    Lurking LBs are gone! I could confidently throw across the middle of the field and know a LB wouldn’t miraculously snag an INT.
    RPOs are a nice addition. If executed correctly they can be a nice addition to your game. For those who do not realize you have to make a quick decision will struggle and be penalized. Perfect!
    Negatives:
    Way too many fumbles. As I like the addition of Xfactors, those with the Enforcer ability hit stick literally every play and the chance of your player fumbling was at a high rate. In a Pro Bowl game I witnessed 10 forced fumbles and in another I played the Skins and Landon Collins forced 4 fumbles alone in the 1st half. Not sure if the fumble rate needs to be tweaked or the rate in which Enforcers hit stick needs to be tweaked, but something has to be changed.
    CFM was pretty much the same. Scouting, contracts, draft stories, free agency, the draft all remain unchanged. There was a scenario engine added for weeks you play against a team with a XFactor and you pick how you want to play against him and can receive additional morale and xp boosts for winning that week. Besides that all was the same.
    No huddle will be a nightmare when playing H2H. Offense lines up immediately and can snap the ball almost instantly. This will be a headache if abused by the wrong people.
    As a user defender there was a time or two I was still sucked into a faked out animation when the cpu juked or spinned. Thought this was gone but I may be wrong.
    Overall:
    I loved the beta and the gameplay was clearly the main focus and a jump in the right direction. I am really hoping the pass rush and qb motions do not get touched and people actually adjust their style to adapt instead of complaining and we end up with the same game as before.
    Outside of the gameplay I really didn’t expect much to change so I am not surprised most of the aspects of CFM are the same.
    Hopefully one of these years we can get a complete CFM overhaul with the improved gameplay for a complete game.
    If I can think of anything else I will be sure to add it.
    Sent from my iPhone using Tapatalk
    Positives
    - Gameplay has been improved by a lot.
    - Pass rush look great
    -Running game is fluid and usable this year
    - Superstar abilities are effective but not overpowered
    - wind speed fixed
    - OL looks a little better with the edit animations
    - many less interception by LBs
    Negatives
    -CFM still a joke for a 2019 game ( need a better free agency system, a new scout system, make the offseason longer with more staff, contracts need more options like 5th years bigger bonus option to restructure, a new staff system with coordinators and scouts etc )
    -Too many hit sticks
    -CPU QB should throw away the ball more to avoid getting a high number of sacks
    -Scenario engine was a lie
    - QB running sim stats still broken
    - Safeties need a better reaction and a thigh coverage, (this will be fix on pc with mods like last year but if I were a console user I ll piss off)
    -conclusion
    good improves on gameplay side but the offline modes still with the same problems so make the gameplay useless cause after peoples play for one month is gonna be boring due lack of improvements on CFM
    My thoughts after playing 7 games in a Colts CFM including 2 of the pre-season games.
    1-Game is very smooth, love the player movement.
    2-X-factor isn't OP and makes you (me at least) worry about the big game changing players. After a couple sacks and several pressures I HAD to account for Von Miller and Joey Bosa, those guys were brutalizing my o-line....and I LOVED it.
    3-Game play seems "fresher" than it has in years, I just hope they dont patched it to the point of making it dry and boring.
    4-Now the big downer for me..............CFM seems 99% the exact same as 19. Aside from a slightly different layout, you do the same exact thing as 19. Players seem to gain experience points quicker and I improved several guys over the weeks I played, but overall it felt like I was playing 2019 with a "new coat of paint."
    And for me CFM is all I play, so even though 20 at this point is much more fun to play, I am definitely NOT sold on purchasing it.
    I mean they could improve the game play to the point that its the BEST MADDEN GAME PLAY EVER and I wouldn't buy it with the current state of CFM.
    EA access will be where I make that decision, but as of now its not likely that I buy it.
    I agree with most positives and negatives already listed and will just add that I enjoyed the Gameplay the most of any version I can recall !
    Now my only major disappointment is in regards to them making a Face editing tool and apparently only making it for the new Face of the franchise thing.
    Franchise mode needs this tool soooo badly, I just can’t stand those faces that have not changed for many versions now.
    Sent from my iPhone using Operation Sports
    I was honestly blown away day 1. The pass rush was realistic and I had to make adjustments to stop the defense.
    By last night the kids complained so much that they ended up nerfing the pass rush and it went from a day 1 buy to possibly waiting for it to be on sale. I’m going to get EA access to test out release but the direction things are going isnt promising.
    I thought the entire purpose of different game modes was so that each fanbase could get what they want? It feels like the sim always get marginalized as soon casual/comp players complain.
    I also think kickers/qbs are too accurate. I would love Qbs to rush their throws when under pressure leading to bigger inaccuries. Right now they all have a slow wind up even with someone in their face.
    Really disappointed in franchise. Nothing has changed. I wish we could get a full coaching staff and get rid of this “true” overall. Each team should be evaluating players based on fit for their team. I’d also like the green/red talent indicator’s to disappear for the draft. There’s just too much hand holding in general.
    That said the Beta was already miles ahead of M19 which does give me hope for what a fully patched M20 will be like.
    Phillyboi207
    I was honestly blown away day 1. The pass rush was realistic and I had to make adjustments to stop the defense.
    By last night the kids complained so much that they ended up nerfing the pass rush and it went from a day 1 buy to possibly waiting for it to be on sale. I’m going to get EA access to test out release but the direction things are going isnt promising.
    I thought the entire purpose of different game modes was so that each fanbase could get what they want? It feels like the sim always get marginalized as soon casual/comp players complain.
    I also think kickers/qbs are too accurate. I would love Qbs to rush their throws when under pressure leading to bigger inaccuries. Right now they all have a slow wind up even with someone in their face.
    Really disappointed in franchise. Nothing has changed. I wish we could get a full coaching staff and get rid of this “true” overall. Each team should be evaluating players based on fit for their team. I’d also like the green/red talent indicator’s to disappear for the draft. There’s just too much hand holding in general.
    That said the Beta was already miles ahead of M19 which does give me hope for what a fully patched M20 will be like.

    I really dont think they patched the BETA and changed the pass rush.
    marc68
    I really dont think they patched the BETA and changed the pass rush.

    I just think they have a fear of it being the number 1 complaint and EA listening and nerfing the pass rush.
    I'm going to consider the following areas irrelevant for terms of this post as I either a) know or b) suspect that we have not seen everything that will be in the launch version:
    - Presentation and Commentary - they did not include final versions in last year's beta so I am working under that premise.
    - Rosters
    - Scenario Engine - I've got to think that they did not include all the scenarios in the Beta so as to not "spoil" them.
    Positives:
    - No Tackle Battles!!!
    - Fluidity in player movement in animations. In live play, I saw very few instances of suction or warping. User movement was responsive.
    - Speed of the game was nice - it was faster, but because of the fluidity, it felt really good.
    - CPU running AI was outstanding - it was thrilling to see them make smart moves and to use juke moves far more frequently than before.
    - CPU on kick/punt returns....my lord are they deadly. I also didn't see a bunch of those asinine 70 yard punts like last year.
    - Diving tackles have a much smaller effective range so it is far more realistic.
    - No Tackle Battles!!!
    - The X-factors I saw felt balanced. I DO wish the d-lineman one that Myles Garrett had triggered with TFL instead of sacks (2 sacks is a great game and that is what triggers it and then it goes away after you give up 10 yards). TFL would allow it to trigger a little more often.
    - Defender reactions to passes felt way more realistic
    - CPU QBs get rid of the ball very quickly and make pretty good decisions
    - CPU playcalling looked solid
    - Anthony White and his team did a very nice job on the playbooks!
    - Fumbles/INTs were incredibly well-balanced. I know people were whining about fumbles - they always do - but you have to wrap-up and be smart when you make moves. I really did not have any concerns in this area.
    - Oh yeah, No Tackle Battles!!!
    Things I didn't like (personally) but understand why...
    - I'm not a huge fan of removing the walk-up to the LOS. It made the game pace feel a bit hectic to me. That said, with the play timer walk-off, it will help even out the TOP.
    - RPOs. I hate them in real life too and yes, this a "Get Off My Lawn!" moment. :) They are well done in-game though (but CPU execution needs help)
    Things to work on:
    - Pass rush is still under-powered (and I thought it was on day 1 too). I often had more than 3 seconds to throw the ball and rarely felt pressured from interior push. I'd like to see this tuned where it is less reliant on shed and more on push. You can pressure a QB without getting sacks and this needs to be far more frequent.
    - CPU QB AI for scrambling was 'off' at times and I think getting a more natural pass rush would help that.
    - QBs were too accurate at times - but I blame this entirely on the lack of pass rush and that interior collapse. The handful of times I DID see a good rush, it definitely affected the QBs. More of that and we'll be good....
    - Penalties/progressive fatigue are still not where they need to be for sim style.
    I gotta say , i was impressed with gameplay ( not impressed at all with franchise mode)
    My positives :
    - Player movement is smoother.
    - You can finally throw the ball over the lbs and under the safeties!!! :ohno:
    - RPOs do not seem OP ( as i was affraid of and stated , glad they proved me wrong here ). Actually enjoyed trying to learn to run these and can seem them making a big change in how people play.
    - Man coverage actually felt useful when i played.
    - Pass rush felt good ( please vote in forums for them not to change it and help get those votes up so maybe they won )
    - The x factor abilites did not seem to be easily or often triggered in the games i played ( all in franchise on sim mode and also glad i was wrong on this ). What i felt it really added was , now you really gotta focus who is on the other side of the ball every single play and see where they are lined up. Adds more of the chess match. I love it .
    - Ball seems more tangible. Just one instance . Hit a guy who fumbled. As his knee came up , it tipped the ball and changed its direction some, then as hit leg continued to go up, it caught his foot on his toes , and slightly kicked the ball in a correct direction based on those actions. Kinda nice to see.
    - Even with ball hawk on , i never once saw the magic warping 5 yards in half a second to intercept the ball . Not once. That was an awesome thing to not see .
    - When getting a pick, the camera change is so much smoother now, it does not make you feel discombobulated.
    Cons :
    - Run blocking still seems olinemen will often ignore a open defender coming thru they should block but dont. This also happens on pass blocking some as well.
    - Player physics still do not feel like they are in this game. It just does not feel like bigger players are harder to take down, hit harder than smaller guys , etc.
    - I dont mind the amount of hit sticks that happen. However the amount of fumbles is just a tad bit high currently when being hit with hit stick. Just tune down the amount of fumbles will be fine.
    - There seems to be an issue ( sometimes ) when your throwing a short pass and defender is not really on you yet but coming, the qb wont throw the ball and you take a sack eventhough you pressed the pass button seconds before defender getting to you. Maybe some kinda glitch where the sack animation somehow is getting triggerd and keeping you from throwing .
    - Def zones need to be tighened up. First few games i found it hard, but by sunday i was passing easily on the cpu . Even with the pass rush .
    - Franchise really feels bland again . Really does not feel like that much was really added to it or changed sadly.
    Over all i give gameplay a nice improvement stamp . Franchise i give a bland stamp. Hope they dont change gameplay before launch and screw this up then or after launch with patches. I still feel the beta was way to short and they should have made it longer so people could have more time to adjust instead of just demand for nerfs.
    Here's my overall impressions from the beta
    Positives

    • Game runs smooth, real smooth
    • Pass trajectories are an awesome addition. Real game changer.
    • When pass rush is working it feels great and adds a new challenge on offense
    • Superstars and X-factors have been implemented very, very well. They truly do make the best players feel like the best players without feeling gamebreaking.
    • Expanded playbooks are awesome. RPOs are ridiculous amounts of fun.
    • Running feels better. Guys actually stick to their blocking assignments.
    • Graphics seem improved. Nothing specific, just overall.
    • More animations
    • Appreciate that they continually update unis and equipment. This was something that lacked majorly for a long time and they didn't do a quick fix (like they did for relocation teams/unis) but they have stuck with it and it adds a lot of immersion.

    Negatives

    • Extremely, and i mean EXTREMELY, disappointed in how they have handled franchise. No new contract system that was promised. The scenario engine is a joke and in multiple franchises i never saw anything from it besides the coordinator stuff. The visual depth chart is now hidden and takes a couple seconds to load (on the Xbox One X) which makes it useless and a major downgrade from last year's visual depth chart that was already visible and functioned much better. There is still no way to choose the weather for games. There is no real offseason which seems insane with how big of a deal that is in real life. There is no way to see what players have been drafted ahead of you in fantasy drafts or rookie drafts. Overall with franchise, there is simply no innovation in this mode and nothing of substance that is new from previous years. Major disappointment to a mode that many spend a lot of time in... maybe they withheld features from the beta... we'll see.
    • User pass rush seems less effective than CPU pass rush, even if user is controlling a linebacker/db
    • Lower rated qb's having robo qb is ridiculous and should never be in the game. It negates everything they talked about with the ratings spread. Who cares if a guy is rated a 70 if he plays like a 95?

    Overall

    • Gameplay is awesome. Franchise is bleh.... same old, same old. Tough to say if it'll be able to keep my attention for any length of time since i've been playing the same exact mode for the last few years. It's 100% a game that i'll be buying with the EA Access discount because i love football and the NFL, but franchise has left a real bad taste in my mouth after this beta and i'm very disappointed in what they have produced there this year. Gameplay is great though, can't say it enough. They made some serious strides there this year and that's why I'm a 100% buy. It is more than enough to outweigh the bland franchise mode.
    roadman
    I just think they have a fear of it being the number 1 complaint and EA listening and nerfing the pass rush.

    My take was that the pass rush really got to me in the first game I played. I got shut out in the first half of my first game with the Chiefs, ad the *** rush was a big part. But I came back and won in the 2nd half.
    Then I blew out my next two opponents, as I got used to the timing of the rush. I don't think they nerfed it, I was always hyper aware of it. But it forces you to think ahead, to have plan, and such. I'm really gonna have to work on those RPO's, though.
    My Madden 20 Beta Review
    I’m going to try not to repeat everything that everyone else has already said.
    First of all, the gameplay and player movement/animation quality has seen tremendous improvement, signature animations for QBs like Rodgers, Brees, and Mahomes are very well done and look very believable. Superstar X Factor Abilities aren’t OP and can actually be turned off in Franchise if you like(always love having options).
    Outside of that though, it’s Madden 19 in terms of presentation and the core of Franchise Mode. To be fair, the presentation in Madden 19’s beta was lacking a lot from the retail version(missing stadium sound effects, songs, halftime show etc...), but for Franchise, I’m not expecting much to change unless they release another blog talking about things we haven’t heard about.
    If Gameplay is all you care about it’s a day one buy imo, but if you’re looking for a deeper, more immersive Franchise and Presentation experience, this may not be your year.
    Overall I would give this Beta a 6/10, the tremendous improvements in gameplay and player movement, are offset by the lack of improvement and innovation in Franchise and Presentation, making this experience anything more than barely above average.
    Sent from my iPhone using Tapatalk
    Wow @ the first few posts with the in dept looks, those are awesome reads. For myself, here are my impressions:
    The 2nd post mentioned this game feeling like the Ps2 era Maddens and that's the exact same way I felt once i got into a game and started playing. This version of madden has given me those same vibes in a great way.
    The visuals of this version are spot on. I found Madden 2019 to look too dark. On sunny days, the game looked cloudy. This version does a better job with the lighting. The size and weight of the players is great. I played with the Panthers and Cam Newton feels "meaty," like he has weight to him. I just think the player models and proportions this year are spot on; they feel big and life size in a better way than 2019's version.
    On the field, this is where the game SHINES. It's far from perfect, but after playing Madden 2019, Madden 2020 feels like a step in the right direction. I will preface this by admitting the 4 online games i played, i lost all 4 but never felt like the game got away from me, nor did it feel like the A.I. was being unfair. With that said, there's still a lot of tuning that needs to be done with completions, fumbles and interceptions.
    This is a positive and a negative, but for the first time in a while in a Madden game, I could see the windows of the passing lanes. You can see when the perfect time to pass the ball to a specific receiver is, in the prior Madden games, it felt like the A.I would leap from nowhere to make a stop or an interception, in this year's version, it felt more organic which is a huge feat. However the amount of interceptions need to be toned down. Playing online, I was the Rams against the Patriots. I was 14/17 for passing attempts and those 3 incompletions were all interceptions brought back for TDs. The person I was playing was pretty good, but to have all my incompletions be interceptions was somewhat off.
    Fumbles were also an issue. Playing as the Panthers against the Bills, Luke forced 3 fumbles in the same game, that clearly needs to be toned down. This seems like an easy fix though.
    The Superstar markings, on Paper they sound unfair, but Ea has done a terrific job of making them feel just right. Out of the 4 online games i played and the 4 offline games i played, the Super Stars felt like Super Stars yet they weren't completely unstoppable. So far it was handled pretty well. But this is a small sample, playing 30-40 games might determine if this needs more tuning or not. I also wish they had more defensive Super Stars, maybe it's because i didn't play as many different teams, but i didn't feel like the defense had as many Star ratings as the offense Superstars had.
    To quickly conclude, i'm excited about this year's version. I haven't played a lot of Franchise mode in the last few years, but this new Superstar mode sounds interesting enough since the passing mechanics are so much better this year. Pump Fakes actually WORK!
    No impressions from me but I'll just say one thing
    EVERY COMPLAINT YOU GUYS HAVE REGARDING GAMEPLAY CAN AND WILL BE FIXED ON PC! IF YOU HAVE A RIG THAT CAN HANDLE IT, DO YOURSELF THE FAVOR AND BUY IT ON PC!!!
    Played about a dozen games, half on All Madden and other half on All Pro 8 minute qtrs. I enjoyed All Pro more and got the sense that any little issues may just come down to some slight slider adjustments.
    ++ The changes to ball trajectory, quarterback throwing motion and increased pass rush really adds a much needed change to the passing game.
    + Open field running and between tackles is improved along with player control.
    + Superstar players are a noticeable difference on the field and i felt even good players were noticeably better over bad ones in general.
    + I felt man coverage was improved but zones still seem to be hit and miss.
    + Even though contracts aren’t as deep as everybody wants them to be I thought salaries are tuned very well. I started just siming years and just managing my roster and I had to make some tough decisions. I had to decided between keeping a couple X Factor players and letting a couple Superstar players walk. I had to move a big contract once. Felt like a did a mini rebuild one year. Had players tell me during some down years they weren’t resigning with me. Couldn’t just outbid every team in free agency. In fact I had several free agents turn me down. Good stuff on that front.
    - Rest of Franchise not good. Scouting is boring and busy work. In turn makes draft stink also. The hidden X Factor traits for rookies really isn’t that exciting because you still instantly know you landed a great player. Deuce, work some magic and get EA to hide all rookie dev traits! Scenario Engine was a major let down. Scheme fits and gameplanning uninteresting, shallow and basically worthless.
    - I didn’t play Madden 19 so I don’t know how it compares to 20 but tackling really seems to be lacking. Maybe tuned down physics but whatever it is, tackling just doesn’t seem to have much life in it.
    - QB rushing stats are a problem but hope that gets sorted for final release.
    - I did with out a doubt notice robo QB. It only happened once but it was enough to know it still happens.
    - I’m worried about rushing quarterbacks still. I feel the added runner control behind line of scrimmage and RPOs may end up being OP but time will fell on that.
    Definitely the best I’ve seen Madden in at least 5 years. Things I’ll be watching for in final version:
    • pass rush stays strong. No buffing!
    • added content to scenario engine
    • QB rushing stats
    • what ratings actually end up looking like
    • franchise additions post launch
    • it was mentioned in a early blog about a new way to play Madden or new feature that they weren’t talking about yet. Wonder if that’s still happening?
    xSABOx
    No impressions from me but I'll just say one thing
    EVERY COMPLAINT YOU GUYS HAVE REGARDING GAMEPLAY CAN AND WILL BE FIXED ON PC! IF YOU HAVE A RIG THAT CAN HANDLE IT, DO YOURSELF THE FAVOR AND BUY IT ON PC!!!

    Yeah not buying the PC version. For starters I don't want to play on a 24" screen....among other reasons.
    roadman
    A little reminder from Clint on Twitter:
    https://twitter.com/ClintOldenburg/status/1140612779436650497
    Not to make a review of the full game on a beta drop.

    While that is true...............unless they put a VERY old version of CFM in the beta, its still a very bare bones, stale mode that doesn't seem to have much replay value.
    And thus, isn't worth a purchase to a lot of people.
    Hope I am way wrong, because I did enjoy playing the game. But without a good franchise mode, its a waste of time.
    Rayzaa
    Yeah not buying the PC version. For starters I don't want to play on a 24" screen....among other reasons.

    I play on an 80" 4ktv on PC, you don't have to play on a monitor. PC is king for Madden for many reasons. I have a PS4 elite & Xbox1x. Played on consoles my whole life until last yr.
    marc68
    While that is true...............unless they put a VERY old version of CFM in the beta, its still a very bare bones, stale mode that doesn't seem to have much replay value.
    And thus, isn't worth a purchase to a lot of people.
    Hope I am way wrong, because I did enjoy playing the game. But without a good franchise mode, its a waste of time.

    Yep, I get that, it all boils down to different strokes for different folks. Gameplay is always king to me.
    It appears the scenero engine wasn't in full swing from the beta, so, that is part of CFM to me and contracts seemed more in line than before.
    There could me more behind door #1 than meets the eye, especially with presentation.
    Time will tell.
    roadman
    A little reminder from Clint on Twitter:
    https://twitter.com/ClintOldenburg/status/1140612779436650497
    Not to make a review of the full game on a beta drop.

    I think review is just another way of saying feedback in all honesty. You can argue it but it's really just semantics. I wrote a pretty in depth look at my experience with the beta this morning and posted it. Most of what's in the article I posted in snippets to the feedback forum, the article was more of a summation of those thoughts in a easy to follow format. They can't solicit feedback then not like when someone provides feedback in a "overall feel" format.
    To be fair I gave them a lot of leeway on it being a beta. I point out multiple times it is a beta and some things weren't available or weren't up to date. For instance I know a lot of the new player templates for drafted players aren't in the game yet. I'm also somewhat confident the Scenario Engine will be much improved by release. I think they may have held a decent amount back with QB1 not playable in the beta.
    With that said the initial feedback as the beta stands is what is written. Call it a review, call it feedback, but this is what people think of the game as it stands today...which is probably weeks behind where the developers are actually at lol.
    T4VERTS
    I think review is just another way of saying feedback in all honesty. You can argue it but it's really just semantics. I wrote a pretty in depth look at my experience with the beta this morning and posted it. Most of what's in the article I posted in snippets to the feedback forum, the article was more of a summation of those thoughts in a easy to follow format. They can't solicit feedback then not like when someone provides feedback in a "overall feel" format.
    To be fair I gave them a lot of leeway on it being a beta. I point out multiple times it is a beta and some things weren't available or weren't up to date. For instance I know a lot of the new player templates for drafted players aren't in the game yet. I'm also somewhat confident the Scenario Engine will be much improved by release. I think they may have held a decent amount back with QB1 not playable in the beta.
    With that said the initial feedback as the beta stands is what is written. Call it a review, call it feedback, but this is what people think of the game as it stands today...which is probably weeks behind where the developers are actually at lol.

    Agreed, someone stated in one of the beta threads that the beta version was an older version than what they were on and that the scenero engine was more robust vs what was offered in the beta.
    Agree on the semantics part. We all know they can tune the game till it reaches gold or maybe even later.
    Did anybody happen to play vs CPU Ravens in franchise to see if guys like Lamar Jackson actually run the ball against you? I know in the sim stats they still never ran him and he was basically a pocket passer throwing 30 times a game.
    Another thing I've noticed is that when playing the CPU they do look for their x-factor guys but when checking sim stats guys like A. Brown and Julio are getting 4 catches a game or 2 catches a game so it doesn't look like the sim engine is weighing the x-factor part in which makes your season stats in franchise a little off with some jobber wrs leading in yards and rec.
    roadman
    Agreed, someone stated in one of the beta threads that the beta version was an older version than what they were on and that the scenero engine was more robust vs what was offered in the beta.
    Agree on the semantics part. We all know they can tune the game till it reaches gold or maybe even later.

    Right, I've been told the version we are beta testing is an older build so I expected that. My gripe was how can we tell you if the scenarios are good, bad, OP if we never get them? I just wish they put in more to get a better understanding in that sense. I get why the ratings weren't done because there is some marketing power behind that.
    In reality though, game play is so much further ahead at this point (beta) than last year it isn't even funny. In the beta last year you had receivers warping everywhere, QB's lining up facing wrong way, etc. It appears getting it into testing quicker this year definitely paid off.
    Since they've made it known that Franchise will be a Live Service this year and that they can add Scenarios to game as part of that Service, there should be no quarter given by Franchise peeps after the game launches if the Scenario Engine is still lackluster, because it was seemingly the big addition to the mode this year.
    I believe people confused the Beta with being a “Demo” and it wasn’t.
    Whole point was to get feedback on the “gameplay” aspects they’re marketing this year (ie X-Factors) , not feedback on the “Modes”.
    That’s why there was limitations to what gamers had access to.
    - even front end roster edit saving was out
    Again not meant as a Demo, but feedback surrounding X-Factors and any tuning/bugs
    T4VERTS
    Right, I've been told the version we are beta testing is an older build so I expected that. My gripe was how can we tell you if the scenarios are good, bad, OP if we never get them? I just wish they put in more to get a better understanding in that sense. I get why the ratings weren't done because there is some marketing power behind that.
    In reality though, game play is so much further ahead at this point (beta) than last year it isn't even funny. In the beta last year you had receivers warping everywhere, QB's lining up facing wrong way, etc. It appears getting it into testing quicker this year definitely paid off.

    Remember centers using a ghost ball to hike and the rpm was atrocious warping on it's own ziz zagging across the field and out of bounds.
    We will need to see what is in the final build in a matter of weeks.
    3Tears
    Did anybody happen to play vs CPU Ravens in franchise to see if guys like Lamar Jackson actually run the ball against you?

    On default All-Pro, Lamar Jackson torched me on the ground to the tune of 100 yards, including an untouched 60-yard go-ahead score in the 4th quarter.
    I will say that virtually all of those yards were QB scrambles on and none were designed QB runs. I'm not super-familiar with how much the Ravens' offense uses designed QB keeper runs; according to one Brett Kollmann video I watched on YouTube last year, they actually use read option far less than initial appearances might indicate. But I figure that note might be helpful regardless.
    CM Hooe
    On default All-Pro, Lamar Jackson torched me on the ground to the tune of 100 yards, including an untouched 60-yard go-ahead score in the 4th quarter.
    I will say that virtually all of those yards were QB scrambles on and none were designed QB runs. I'm not super-familiar with how much the Ravens' offense uses designed QB keeper runs; according to one Brett Kollmann video I watched on YouTube last year, they actually use read option far less than initial appearances might indicate. But I figure that note might be helpful regardless.

    Thats good to hear though that he scrambled at least. I never got around to playing much against scramblers in the beta.
    marc68
    While that is true...............unless they put a VERY old version of CFM in the beta, its still a very bare bones, stale mode that doesn't seem to have much replay value.
    And thus, isn't worth a purchase to a lot of people.
    Hope I am way wrong, because I did enjoy playing the game. But without a good franchise mode, its a waste of time.

    Agree. Gameplay is number one but I was having fun with 2019 so though 2020 game play is better, everything else is still stale and since I don't usually buy it every year, I'd skip this one unless they add and fix things in franchise. I'm very hopefully they do So i will want to buy it
    roadman
    A little reminder from Clint on Twitter:
    https://twitter.com/ClintOldenburg/status/1140612779436650497
    Not to make a review of the full game on a beta drop.

    I get that it's not the final product and I'm generally a positive person, but I will be the LAST person to feel sorry for Clint and the devs that people are ripping them for how bland and garbage CFM was in the beta. If they withheld the contract upgrades and the scenario engine from the beta, all they have to do is tell us. Him being upset at people that are calling out how garbage CFM was in the beta is a joke though.
    khaliib
    I believe people confused the Beta with being a “Demo” and it wasn’t.
    Whole point was to get feedback on the “gameplay” aspects they’re marketing this year (ie X-Factors) , not feedback on the “Modes”.
    That’s why there was limitations to what gamers had access to.
    - even front end roster edit saving was out
    Again not meant as a Demo, but feedback surrounding X-Factors and any tuning/bugs

    I get what you're saying, but why let us play CFM if it's not meant to be a part of what we are beta testing? Why not just let us play individual play now games? If they didn't want us to review that part of the game it should have been left out like MUT. And nowhere did they say that the point of the beta was gameplay only. I've seen other people write that. EA never said it though. I generally give them the benefit of the doubt but this is a free pass that they don't deserve.
    PhillyPhanatic14
    I get that it's not the final product and I'm generally a positive person, but I will be the LAST person to feel sorry for Clint and the devs that people are ripping them for how bland and garbage CFM was in the beta. If they withheld the contract upgrades and the scenario engine from the beta, all they have to do is tell us. Him being upset at people that are calling out how garbage CFM was in the beta is a joke though.

    As Khalib posted earlier, I think some are confusing beta vs demo.
    Beta is a time to address bugs and tuning like last years rpm and other noteworthy bugs. Presentation was held back from the beta last year, so, we should assume the same is this year, no? Also, someone already confirmed that the version they played was a newer version vs the beta and they confirm the scenero engine is more robust vs the beta version.
    I guess I don't see the need for the developers to reveal all for the end of the game tunings and what's left out in the beta.
    I'd like a little bit of surprise in this golden era of I need to know everything now phase we are in. lol
    If we know from previous experience the beta will be bland, who is their to rip?
    Rayzaa
    Yeah not buying the PC version. For starters I don't want to play on a 24" screen....among other reasons.

    My PC monitor is 48”. Why do people still have tiny computer monitors? It’s 2019 ffs.
    Heck you could just plug your hdmi cable from your computer to your television, start the game up and play it on your tv.
    DaReal Milticket
    I play on an 80" 4ktv on PC, you don't have to play on a monitor. PC is king for Madden for many reasons. I have a PS4 elite & Xbox1x. Played on consoles my whole life until last yr.

    My PC is a all in one monitor and I suppose I can connect it to my TV in the same room, then I'd have to somehow connect the controller.
    It's just a big change from the norm and Madden is the only game I play so I don't want the PC connecting to my TV Everytime i turn it on when somebody else turns it on to play something else.
    Scenario builder seems like a dud, but the overall experience exceeded my expectations. I am looking forward to digging in on PC, ultrawide, and really enjoying this game.
    ForUntoOblivionSoar∞
    My PC monitor is 48”. Why do people still have tiny computer monitors? It’s 2019 ffs.

    They don't make all in one PCs that big and it don't get used that often either so I don't want to spend a lot of money for something that don't get used that much.
    Mobile devices get used a lot more than the PC for the internet in our house....which is the 2019 way. PCs aren't very popular today but I still like to have one around.
    And I don't have a 15 - 20' HDMI cable and not going to buy one
    Rayzaa
    My PC is a all in one monitor and I suppose I can connect it to my TV in the same room, then I'd have to somehow connect the controller.
    It's just a big change from the norm and Madden is the only game I play so I don't want the PC connecting to my TV Everytime i turn it on when somebody else turns it on to play something else.

    Controller plugs right into the USB port very simple. Point being if you want the best experience out of Madden, its PC version hands down and not even debatable with gameplay mods.
    roadman
    As Khalib posted earlier, I think some are confusing beta vs demo.
    Beta is a time to address bugs and tuning like last years rpm and other noteworthy bugs. Presentation was held back from the beta last year, so, we should assume the same is this year, no? Also, someone already confirmed that the version they played was a newer version vs the beta and they confirm the scenero engine is more robust vs the beta version.
    I guess I don't see the need for the developers to reveal all for the end of the game tunings and what's left out in the beta.
    I'd like a little bit of surprise in this golden era of I need to know everything now phase we are in. lol
    If we know from previous experience the beta will be bland, who is their to rip?

    Presentation is one thing, but was CFM different in the final version last year compared to the beta?
    There's a few things that make me skeptical of the idea that they held back on CFM content in the beta compared to what's going to be in the final build.
  2. There were hints of the scenario engine and other things they promised in the beta so it wasn't completely removed. T4 had the young receiver thing happen. We all had the rando reporter show up for the first preseason game (before she disappeared or died or whatever). The coordinators sent us those x-factor messages. The new (and horrible) visual depth chart was in. I just don't see why they would include that stuff and then put work into removing other parts of it. That seems like unnecessary work going into giving us a half finished mode.
  3. Before Fifa 16 released I was a part of the beta and their career mode was literally a carbon copy of the year before. Everyone dismissed it and said that it was just a beta. The full game released and nothing changed from the beta or the year before.
  4. As I said before, why would they give us access to CFM if we weren't supposed to be looking for bugs in it during the beta? They easily could've just given us Play Now and Head2Head and left that mode out of the beta and we could've tested the gameplay the same. They wanted that mode in for a reason.

    They've made some lofty promises about CFM this year and there's articles all over about them making a re-commitment to the mode this year. Based on the beta that's a big load of garbage and i think it's fair to talk about that instead of just assuming it's all going to be overhauled in 5 weeks when the game releases.
  5. PhillyPhanatic14
    Presentation is one thing, but was CFM different in the final version last year compared to the beta?
    There's a few things that make me skeptical of the idea that they held back on CFM content in the beta compared to what's going to be in the final build.
  6. There were hints of the scenario engine and other things they promised in the beta so it wasn't completely removed. T4 had the young receiver thing happen. We all had the rando reporter show up for the first preseason game (before she disappeared or died or whatever). The coordinators sent us those x-factor messages. The new (and horrible) visual depth chart was in. I just don't see why they would include that stuff and then put work into removing other parts of it. That seems like unnecessary work going into giving us a half finished mode.
  7. Before Fifa 16 released I was a part of the beta and their career mode was literally a carbon copy of the year before. Everyone dismissed it and said that it was just a beta. The full game released and nothing changed from the beta or the year before.
  8. As I said before, why would they give us access to CFM if we weren't supposed to be looking for bugs in it during the beta? They easily could've just given us Play Now and Head2Head and left that mode out of the beta and we could've tested the gameplay the same. They wanted that mode in for a reason.

    They've made some lofty promises about CFM this year and there's articles all over about them making a re-commitment to the mode this year. Based on the beta that's a big load of garbage and i think it's fair to talk about that instead of just assuming it's all going to be overhauled in 5 weeks when the game releases.

  9. Since it's already been confirmed there is more added to the scenero engine, I'm just going off that. QB1 wasn't definitely shown, either. So, with those 2 factors entered into the equation, yes, I feel that left off some of the CFM this year.
    Now, do I agree that is what the community is looking for. Well, I know a big request was for a Superstar mode to make it into the game, but agree there are other request that have been left on the table. I know Shopmaster is plugging away at getting in some request for more CFM nuggets.
    I think all they discussed in this blog should be in the game? What are we missing?
    https://www.operationsports.com/more-madden-nfl-20-details-revealed-for-face-of-the-franchise-qb1-franchise-mode/
    roadman
    Since it's already been confirmed there is more added to the scenero engine, I'm just going off that. QB1 wasn't definitely shown, either. So, with those 2 factors entered into the equation, yes, I feel that left off some of the CFM this year.
    Now, do I agree that is what the community is looking for. Well, I know a big request was for a Superstar mode to make it into the game, but agree there are other request that have been left on the table. I know Shopmaster is plugging away at getting in some request for more CFM nuggets.

    Where was that confirmed? Is that just the source that said there's a new and the beat that we had was not the most recent build? Or was it specifically tied into CFM?
    Rayzaa
    They don't make all in one PCs that big and it don't get used that often either so I don't want to spend a lot of money for something that don't get used that much.
    Mobile devices get used a lot more than the PC for the internet....which is the 2019 way ffs

    What do you mean “all in one pcs that big?” Most people who use their computer for games simply use tvs for monitors. The rest, the graphics card, RAM and all that are indeed built “all in one,” except for for people who want to build their own pc. My computer isn’t really a gaming computer, although I added a better graphics card anda couple othet adjustments
    As for setting the game up, it really is no more work than setting up a console. Let’s see... what did I do? Had a to make an Origin account (and got the game free as a result). Had to plug in my xbox controller into a USB port (then my computer automatically configured it). Hmmm... then I just selected the option to play the game.
    Now using mods is a bit more involved, but if you’ve ever installed a program before it’s usually no more complicated.
    But if you have to share the computer I guess I can see why it might not work for you. But think of what you’d get if you did...
    Annoyed at captain star onfield logos? Gone.
    Annoyed that relocation uniforms are garbage? Gone-you can make your own uniforms and make them as good as you want.
    Annoyed at long load times? Gone.
    Annoyed at cheap, OP CPU play on all madden? Gone if you install the right mod.
    Annoyed that quick wr screens take ten years to execute? Gone with the right mod.
    Annoyed with the mandatory kicking arc? Gone.
    Annoyed at the “Stop me” intro song? Gone.
    Also- much better graphics.
    Basically the game is so much better with mods I think I’d have an aneurism if I went back to PS4.
    PhillyPhanatic14
    Where was that confirmed? Is that just the source that said there's a new and the beat that we had was not the most recent build? Or was it specifically tied into CFM?

    As someone that played the beta for an extended period of time (had a code weeks back) I can confirm from that build to this one a lot changed.
    Can you confirm for the better?
    Yes infinitely more polished and a whole hell of a lot smoother. They added a lot of things just recently (scenarios etc).
    https://forums.operationsports.com/forums/madden-nfl-football/954004-madden-20-beta-impressions-thread-no-pictures-videos-41.html
    roadman
    I think all they discussed in this blog should be in the game? What are we missing?
    https://www.operationsports.com/more-madden-nfl-20-details-revealed-for-face-of-the-franchise-qb1-franchise-mode/

  10. The scenario engine as promised seems to not be there. Right now it's technically in but it's hiding in the shadows pretending to be there but not making any true impact.
  11. The contract thing says "We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL" and that's just a lie based on the beta. No frontloading/backloading in existing contracts. No 5th year options. No guaranteed/non-guaranteed $ in existing contracts. No player options or team options in existing contracts. No incentives in contracts or per game bonuses. None of that is in so the contracts in no way match the NFL unless they are talking about the most basic terms of the bottomline $ figure on the deals, which would be a joke because hardly any player ever plays out their deal as is without an extension or getting cut when the guaranteed money is done paying out.
  12. roadman
    As someone that played the beta for an extended period of time (had a code weeks back) I can confirm from that build to this one a lot changed.
    Can you confirm for the better?
    Yes infinitely more polished and a whole hell of a lot smoother. They added a lot of things just recently (scenarios etc).
    https://forums.operationsports.com/forums/madden-nfl-football/954004-madden-20-beta-impressions-thread-no-pictures-videos-41.html

    Thanks for that. I think i might have the wrong page but i remember reading that over the weekend now that you mention it.
    On a different note, I wonder what they meant by more polished and smoother. Game already felt very polished and smooth so that sounds pretty sweet.
    PhillyPhanatic14
    Thanks for that. I think i might have the wrong page but i remember reading that over the weekend now that you mention it.
    On a different note, I wonder what they meant by more polished and smoother. Game already felt very polished and smooth so that sounds pretty sweet.

    I agree with that assessment.
    PhillyPhanatic14

  13. The scenario engine as promised seems to not be there. Right now it's technically in but it's hiding in the shadows pretending to be there but not making any true impact.
  14. The contract thing says "We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL" and that's just a lie based on the beta. No frontloading/backloading in existing contracts. No 5th year options. No guaranteed/non-guaranteed $ in existing contracts. No player options or team options in existing contracts. No incentives in contracts or per game bonuses. None of that is in so the contracts in no way match the NFL unless they are talking about the most basic terms of the bottomline $ figure on the deals, which would be a joke because hardly any player ever plays out their deal as is without an extension or getting cut when the guaranteed money is done paying out.

  15. To the first point, I think we will know more at release because QB1 is so tied into the scenario engine from my understanding. I think there will be more to it, just tough to know what for now.
    The term "lie" is a big accusation. I think the issue is people misconstrued what they said into what they wanted to hear. If you looked at all the players in games contracts they went through and made sure they were all correct, "ensuring they match the NFL". Year over year current players deals will impact the cap correctly.
    They never said they rebuilt how they were created. In fact that isn't even feasible in the current contract structure. They will need to rip it all down and rebuild it, which there are discussions about, but that was never happening with QB1/scenario engine/ and UI overhaul this year.
    It was a busy weekend so I only got in 3-4 hours with the beta. I liked what I saw. As I mentioned in the other thread, this beta feels like what M19 should have been. Last year's game really was a mess--one of the most disappointing in years IMO--but it seems like EA has cleaned up most of the glaring issues and made some nice strides in other areas. The game is far more polished than both last year's beta and last year's official release.

    • The lighting is normal again, after year last year's mess.
    • Physics and animations have really been cleaned up.
    • I really like the new passing trajectories and speed. The ball feels like it has weight to it.
    • QBs were reasonably inaccurate, especially under pressure.
    • The pocket is far more realistic. It's much more difficult to escape it this year; in 19 you could cleanly slide into the flat between the guard and tackle to buy more time or scramble. That's gone in 20.
    • They've cut down on shoestring miracle tackles.
    • Running backs are much more elusive behind the LOS. I could get out of some tricky situations to gain a couple of yards; this is a nice change from the bevy of "take the handoff and immediately get hit for a three-yard loss" situtations in M19.
    • I only got to sim one draft in CFM but the player ratings were much, much lower than years past.

    The biggest con for me is one of my long-standing complaints: pass rush for HUM vs CPU and a lack of strategic options for your OL. I really want to be able to specify an OT/TE double team on an edge rusher.
    I played with the Jets vs CLE; Miles Garrett was unstoppable. He had the first four tackles of the game, including a sack. He had numerous pressures and finished with five sacks. Since you can't double team, all I could do was call quick passes/screens and call every running play away from him. That got old.
    I then flipped sides and started a CLE CFM and simmed to the Jets game. I didn't control Garrett for the first half and he did nothing. Not a pressure, no sacks, maybe a tackle or two. I controlled him in the second half and was able to get a little more pressure but nothing amazing. Once again, pass rushers are far more effective for the CPU than they are for us. It's frustrating for people who like to control non-DL or who have multiple elite pass rushers. I'm sure sliders will help with this, as it has in the past, but the key is what unintended side effects we'll get.
    Other stuff I didn't like...

    • Playing defense feels the same and I'm often bored or feel helpless on that side of the ball. If Super Sim was better I'm not sure I'd ever play defense. I saw a bit too much Robo QB from Brady (he completed 92% of his passes) and Mayfield.
    • Still too many big hits, though there are fewer than 19.
    • DBs are still way too slow to react to various cuts, especially dig/in routes and button hooks. They take 2-3 strides downfield before finally reacting.
    • QB animations are really screwy. They took a step backwards. Brady's is terrible.
    • Super Sim is still a mess and often has far too much scoring.
    • "Ask Coach" play calling is still far too limited in the number of available plays throughout the course of the game.
    T4VERTS
    To the first point, I think we will know more at release because QB1 is so tied into the scenario engine from my understanding. I think there will be more to it, just tough to know what for now.
    The term "lie" is a big accusation. I think the issue is people misconstrued what they said into what they wanted to hear. If you looked at all the players in games contracts they went through and made sure they were all correct, "ensuring they match the NFL". Year over year current players deals will impact the cap correctly.
    They never said they rebuilt how they were created. In fact that isn't even feasible in the current contract structure. They will need to rip it all down and rebuild it, which there are discussions about, but that was never happening with QB1/scenario engine/ and UI overhaul this year.

    I feel you. I can see how they could have meant it that way, but the way they worded it and claimed that existing contracts will "match the NFL" seemed to mean that they will match the NFL. Apparently, from what you're saying what they meant was that the per year $ figures would match the NFL and not the deals as a whole. All of that could've been clarified if they had looked over what they wrote a little more carefully and been specific about what it is that will match the NFL since they appear to have no intention of actually making the deals match the NFL apart from in that one way.
    PhillyPhanatic14

  16. The scenario engine as promised seems to not be there. Right now it's technically in but it's hiding in the shadows pretending to be there but not making any true impact.
  17. The contract thing says "We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL" and that's just a lie based on the beta. No frontloading/backloading in existing contracts. No 5th year options. No guaranteed/non-guaranteed $ in existing contracts. No player options or team options in existing contracts. No incentives in contracts or per game bonuses. None of that is in so the contracts in no way match the NFL unless they are talking about the most basic terms of the bottomline $ figure on the deals, which would be a joke because hardly any player ever plays out their deal as is without an extension or getting cut when the guaranteed money is done paying out.

  18. Okay, so, number 1 is covered.
    As far as number #2, it all comes down to not being on the same page and what EA tells us upfront might be different than what we thought because they don't do a good job of explaining things when these things rolled out. All I noticed is that the contracts seemed in line(years and what they make) to the NFL salaries and years. So, hard to tell what they had in mind.
    roadman
    Okay, so, number 1 is covered.
    As far as number #2, it all comes down to not being on the same page and what EA tells us upfront might be different than what we thought because they don't do a good job of explaining things when these things rolled out. All I noticed is that the contracts seemed in line(years and what they make) to the NFL salaries and years. So, hard to tell what they had in mind.

    Meh, I simply cannot give them a pass on the contract thing. If they’re going to say that in the context they did, any reasonable, unbiased person will conclude that they meant they added new things into the game to emulate actual NFL deals, rather than just the cap number. That’s a deception, or at best an incredibly inexcusable communication failure, and there’s no way a reasonable, unbiased person would disagree.
    PhillyPhanatic14
    I feel you. I can see how they could have meant it that way, but the way they worded it and claimed that existing contracts will "match the NFL" seemed to mean that they will match the NFL. Apparently, from what you're saying what they meant was that the per year $ figures would match the NFL and not the deals as a whole. All of that could've been clarified if they had looked over what they wrote a little more carefully and been specific about what it is that will match the NFL since they appear to have no intention of actually making the deals match the NFL apart from in that one way.

    I think to most people it is exactly what they meant. I think to hardcore Franchise fans they took it a different way. The deals will match real NFL deals within the framework of their contract system. They never said they built a new contract system. They never said they added all those options. Had they done that, they definitely would have said those things.
    Just saying that feeling mislead is as much about trying to wish something into existence as it is in the wording.
    roadman
    Okay, so, number 1 is covered.
    As far as number #2, it all comes down to not being on the same page and what EA tells us upfront might be different than what we thought because they don't do a good job of explaining things when these things rolled out. All I noticed is that the contracts seemed in line(years and what they make) to the NFL salaries and years. So, hard to tell what they had in mind.

    One other note, requests from players heading into FA and in FA are much more realistic now. I think Mahomes asks for something around 7 years 265 million when he needs resigned.
    T4VERTS
    One other note, requests from players heading into FA and in FA are much more realistic now. I think Mahomes asks for something around 7 years 265 million when he needs resigned.
    Yup, that's exactly the 'fair' contract suggestion. I re-signed Tyreek Hill for like $17m/year also.
    Sent from my Pixel 3 XL using Tapatalk
    marc68
    I really dont think they patched the BETA and changed the pass rush.

    They did somethin
    I had to restart my cloud franchise a couple of times because I had an “outdated” version.
    roadman
    A little reminder from Clint on Twitter:
    https://twitter.com/ClintOldenburg/status/1140612779436650497
    Not to make a review of the full game on a beta drop.

    U know, for me, this is actually quite amazing. Meaning, the 20 beta is 1000 times better than the final patched M19 product. Lol. U know? The amount of polish in the beta is astounding, especially for a madden game. So, for me, I don’t know what else gets added in. Lol. And, to be clear, I’m mostly talking gameplay, here. I think the scenario engine will show up more in the final product and/or you’ll need to play multiple seasons anyways to see some scenarios play out.
    But, seriously, my eyes couldn’t tell this was a beta. I haven’t been this blown away by madden in, well, forever.
    Sent from my iPhone using Tapatalk
    ForUntoOblivionSoar∞
    Meh, I simply cannot give them a pass on the contract thing. If they’re going to say that in the context they did, any reasonable, unbiased person will conclude that they meant they added new things into the game to emulate actual NFL deals, rather than just the cap number. That’s a deception, or at best an incredibly inexcusable communication failure, and there’s no way a reasonable, unbiased person would disagree.

    Wait, what? Who said I was giving a pass?
    Do people just read what they want to read?
    I offered a explanation only, wow, man. lol
    T4VERTS
    One other note, requests from players heading into FA and in FA are much more realistic now. I think Mahomes asks for something around 7 years 265 million when he needs resigned.

    This is a mixed bag in my experience. Dak only asks for like 23/yr when he is rumored to be getting at least 30/yr. I had Kevin Byard, who has been an all pro and is only 26, ask for 10/yr when multiple safeties were up around 14/yr this offseason.
    I just really really hope they do not nerf things in the current build we played. Do not nerf it before launch and do not nerf it after launch either.
    This is the best playing madden I believe i have played ( gameplay wise, eventhough there are still issues that needs fixing ). If they revert things its really going to piss people off on a larger scale i believe.
    Phillyboi207
    They did somethin
    I had to restart my cloud franchise a couple of times because I had an “outdated” version.

    I'm not so sure there wasn't a bug there because it would happen to me within the same hour if I started a franchise left it and tried to come back in. Then I'd make another on and the same thing would occur if I left it.
    DaReal Milticket
    Controller plugs right into the USB port very simple. Point being if you want the best experience out of Madden, its PC version hands down and not even debatable with gameplay mods.

    Id have to connect the PC via bluetooth if i can, im not going to buy a 20' HDMI cable. Probably wont buy a PC version period unless i can find one for like $15.
    T4VERTS
    I think to most people it is exactly what they meant. I think to hardcore Franchise fans they took it a different way. The deals will match real NFL deals within the framework of their contract system. They never said they built a new contract system. They never said they added all those options. Had they done that, they definitely would have said those things.
    Just saying that feeling mislead is as much about trying to wish something into existence as it is in the wording.

    Thank you, maybe people will start believing you more than they believe me. lol
    Rayzaa
    Id have to connect the PC via bluetooth if i can, im not going to buy a 20' HDMI cable. Probably wont buy a PC version period unless i can find one for like $15.

    Do what you want man, lol
    T4VERTS
    ...I mean that is kind of the whole point here isn't it? haha

    I think that's a bit unfair. If we're taking things literally, EA said they were updating them "to ensure they match the NFL". So if they match then they should match. And they don't.......
    If EA meant something different, then they should have said that. It's not our fault for reading what they wrote and expecting them to mean what they wrote instead of twisting it to mean what they apparently intended. If they meant "match within our system" then it should have said that. Otherwise it means match which has a pretty straightforward definition.
    Madden 20 Beta Impressions
    General Game Impression (of a BETA, BETA, BETA)
    The game is crisp and clean in its aesthetics and improvement in animations. The removal of the post-play jog back to the huddle or player’s position during hurry-up offense is a positive to fluid gameplay. The additional views of the stadium and its surrounding environment added a needed immersion factor that has been missing in Madden. The immersion level has been boosted by the addition of injured players being shown with more accurate animation in relation to their injury and an effective walk-off sequence where the injured player is helped to the locker room.
    The sound of the fans roaring in the stadium and the chatter of players on the field are greatly improved. Using headphones or surround sound highlighted the improved sound. As players exchanged banter, I felt compelled to retort (which made me look rather strange to my better-half as I sat in our living room with bulbous headphones on provoking Seattle LB Bobby Wagner to, “Bring it harder next time! You hit like a school-girl!” as he just applied a hit-stick that sent my Melvin Gordon into dream land.)
    Coverage vs Pass Rush and Quarterback Release Time & Ball Speed (Trajectory)
    These components go hand-in-hand in Madden. Ball speed (the travel time from point A to B) and release time (How fast the ball leaves the QBs hand) is connected to a defender’s reaction time and awareness (Coverage abilities whether Man or Zone) and Pass Rush (The time a defender takes to place pressure on the QB), as I see it.
    There was a feeling of intensity in the pass rush on day one which seemed to subside by the end of the Beta period. This was noticed in regular gameplay and the Pro Bowl gameplay where Day 1 proved to be a festival of sacks from a relentless pass rush in the Pro Bowl, especially.
    The game needs to break the shackles of the offensive line and defensive line locking horns like two rams getting stuck for the duration of a play. This locking of horns has been one of the most destructive actions to immersion and believability in previous Madden iterations.
    We do not need an increase in sacks. We just need to be made to “believe” that last play almost ended in a sack. We need to believe, “WOW! My QB escaped a vicious sack and completed a pass for a first down, YES!”
    Coverages do not have to be perfect, and in fact, they should not be perfect. I need to know that Richard Sherman is playing the zone as opposed to a solid player. We don’t need Deep Blue zones that are perfect; we need proper ball speed and trajectory working with a defender’s appropriate ratings that shows us how amazing a young Earl Thomas is compared to a solid safety or a second-string safety.
    A huge improvement has been the toning down of Linebackers in the M20 Beta. It has been too long dealing with Supermen at the LB position.
    Linebackers serve a specific role in football. These same LBs are seeing less playing time in a pass-heavy NFL with Nickel and Dime packages becoming the base defenses and EA/Madden need to represent these changes in the game.
    The Beta showed that EA is paying attention. Let’s hope that attention span extends past users who have made a crutch out of supermen LBs and we continue to see LBs remain in their proper roles.
    Usering an alternate position to the usual MLB has been very pleasing in the M20 Beta. Great success can be had through controlling a CB who is facing a quality WR like Antonio Brown. Usering a Safety can be very rewarding with the dual role of covering both the pass and run situations.
    HB screens were effective. I could complete passes because there was a reduction in how fast defenders reached my QB compared to previous game versions. There was the impression that defenders were becoming smarter. HB screens in the NFL are about sniffing out the play and reacting to the target more so than attacking the QB.
    In past Madden games the animations were not quick between the QB and HB to get the screen working consistently, and the bull rush by the defensive line worked too well.
    WR screens have seen their utility increased. Again, this is linked to the new ball trajectory and response time of defenders. Blocking by nearby receivers has gotten better which is paramount in setting positive WR screens. Though, I did see a penalty on at least one WR screen when the outside receiver started blocking before the pass was released.
    Again, there is a connection between the components discussed under this topic. They must mesh in a manner that is believable, that meets expectations of a realistic minded viewer.
    X-Factor Players
    This is where the game differentiated between a JJ Watt player and that “other starter.” This addition gave focus to the user as to who is important on the field. The user quickly has information about who to focus on as a positive influence for their gameplay and who to watch out for on the other side which may damage their goals of winning a game.
    RPOs
    Another wonderfully addition to the game. They are believable and in line with what us fans are seeing in the NFL, and they are loads of fun. There is the ability to throw a pass almost all the way to the point of the HB taking the ball to run. The precision of the action and the animation representing the action are clean and believable. People should probably buy the game just for the RPO system. This is back of the box because you can have it your way on any play all the way up to crunch time.
    Visuals & Audios
    Visual ques are a huge benefit to users in a video game where our full catalog of senses can be hindered. M20 has done a great job handling many of these required ques to make the user more aware of action within the game environment. The X-factor sizzle visuals are amazing in their communication of the action as well as applying a “WOW” factor to animations.
    In previous games, a Quarterback may get on a hot streak which could leave many users blaming manipulative programming such as “comeback AI,” or “DDS.” If such actions were happening, so what? It really did not matter if the AI was manipulated to produce a specific experience. What matters is how the user is told that something big is happening or about to happen. The visual ques in this version of Madden are amazingly good at making the user aware of actions, and most importantly, relieving the frustration and tendency of the mind to wander into the blame game.
    I now know that Tom Brady is about to attempt a comeback on me, and now that he is sizzling with a very cool effect under his feet, I am fine with it; in fact, I challenge Brady to bring all he has to throw at me. I have JJ Watt and I am bringing the pain train! Right here – As long as the user knows, can see what is happening to them and see a means to counter, they are a happier gamer.
    Animations
    The animations have been improved with an increase in animations and how the animations play out. Sacks looks more believable. There are new pass rush and blocking animations which add to the visual believability of the action played out on the screen.
    Animations help tell the story of what is happening in the game. When an animation is absent there are holes in the story and the observer becomes disconnected from the story. M20 has done a much better job at filling in the animation details that had been missing over many past iterations of the game.
    Hit Stick animations were far too frequent. There is also a “Launch” animation attached to the hit stick which leads me to believe a penalty should be called due to NFL rules.
    The running animations are much improved in their smoothness of motion which extends to the general movement of players across all aspects of the game from pulls by guards to man coverage cuts.
    Defenders reaching out to put a hand on a receiver as they run routes together. At some points I expected to see the defender grab jersey and get flagged for holding, it was that immersive. The action and suspense are what the animations show; though was shown a little too much facemask. The NFL is focused on stopping the facemask, and apparently Madden is following suit; just could be toned down a degree.
    There was a natural feel to blocks and tackles. The interaction between the player actors was cleaner than previous versions. I cannot recall more than one instance of warping or suction, and that was on the last night of testing. Melvin Gordon placed his hand on the back of a blocker as he slid around him to hit the hole; this is an action spoken of in the past, but as scarce as Bigfoot until this weekend.
    The running game was much improved. Even on a few instances where my pulling guard looked lost in the hole as he missed the most apparent threat, the fact that he was second string assisted in my interpretation of the event to conclude a more satisfying result.
    Starters Vs Non-Starters (Franchise)
    Franchise mode is where the user will be faced with decisions on who will remain on the roster and who will be released. In previous Madden games a user could merely look over a couple ratings or at a player’s overall and make cuts; players were not varied and led to most players playing the same on field. Madden 20 has increased the ratings scale which has led to a great difference in on field performance between players. There is now a necessity in playing preseason and practice games to observe how players are going to play within a given scheme.
    Simulated statistics felt more believable.
    There is not a lot specific to Franchise to mention. The addition of the new QB1 mode was not available for testing.
    What should be noted is the fact that all other improvements to the gameplay will be felt in Franchise mode. So, Franchise got major love, but at the same time, Franchise did not get the love many fans would like to see. There are still holes in Franchise which cause fans to reminisce on past Maddens or Head Coach, and so on. The overall game mode will be improved and from what I have heard, there are plans to add content throughout the M20 cycle which may add to the Scenario Engine. This is a huge positive because past maddens have shown EA are dedicated to adding additional pieces to the game such as commentary and content after release.
    Conclusion
    The Madden 20 Beta experience was amazing. All the improvements should have people pre-ordering or clamoring to secure a copy on the release day of what could be the best Madden in over a decade. Except, there is a “BUT.” The quality of the game is dependent on how well tuning affects the final product. My personal preference is to see a balance between pass rush, trajectory, release time and ball speed, and coverage. I feel this is the meat and potatoes of the Madden game, currently. Homeostasis must be achieved between these key parts. Give me a reason to invest in the defensive line. Give me a reason to take JJ Watt over a young Earl Thomas and let me see similar results during a play on the field.
    If I don’t take JJ Watt, my opponent has that extra moment to get that key pass released, but there is Earl Thomas with an extra step on most safeties coming in to make up for a lack of a key Edge Rusher.
    If I missed out on drafting Earl Thomas but got JJ Watt, and the QB has the perfect route combo in motion and is seeing TOUCHDOWN in 3, 2,1 – but, “HELLO Mr. QB, meet JJ Watt,” the QB and route combo is a split second too slow in developing for JJ Watt this time and the throw is off or the route is not completed. My choice pays off and my solid safety who is a step behind gets a break because JJ Watt is beast.
    T4VERTS
    Thanks for taking the time to read the book haha.

    When something is well organized, objective and intelligently written, it's informative and a pleasure to read. Thanks for all you do to support the community and improve the game.
    DaReal Milticket
    Do what you want man, lol

    Its just not something im that interested in doing but i wouldnt rule it out. Like if the console took a dump or something.
    I appreciate it being mentioned and what you can do in it that you cant on the console but some of the things that is said to be better, dont bother me on the console like the stars under players. I When im playing i dont even notice them.
    Uniform editing would be epic though for relocation but also like many, i dont have a ton of time to play with stuff like that and just want to turn it on and play and do my franchise stuff..........which in itself that takes a lot of time as well just doing scouting, XP upgrades, trying to improve the rosters.
    I control like 5 teams because it got boring doing just two and the teams being so good i was always either in the SB or close to it. So i wanted to build up more and relocated them lol.
    Rayzaa
    Its just not something im that interested in doing but i wouldnt rule it out. Like if the console took a dump or something.
    I appreciate it being mentioned and what you can do in it that you cant on the console but some of the things that is said to be better, dont bother me on the console like the stars under players. I When im playing i dont even notice them.
    Uniform editing would be epic though for relocation but also like many, i dont have a ton of time to play with stuff like that and just want to turn it on and play and do my franchise stuff..........which in itself that takes a lot of time as well just doing scouting, XP upgrades, trying to improve the rosters.
    I control like 5 teams because it got boring doing just two and the teams being so good i was always either in the SB or close to it. So i wanted to build up more and relocated them lol.

    Just wanted to chime in and say what you listed isn’t what DaReal is referring to. Gameplay is 100% editable on PC and it’s a completely different game. Truly. Our Madden 19 is nothing like Madden 19 on console. Yeah, texture editing is cool, but gameplay edits are the bread and butter.
    Gameplay: Far and away the best feeling madden in a while. Running is smooth and responsive but still fluid. Players feel like they have weight and arent ice skating around the field. Less “dead air” after plays guys are chipping and jawing sometimes getting in each others faces.
    Visual: Graphics look good, new player equipment making things look more authentic(turf tape looks great), wish we had a better face creator for created players where we can add whatever hair style we want.
    CFM: no major improvements. I was over excited for “coach scenarios” and they are not at all what i expected, thats on me. I will say if the gameplay doest stray too from the beta i will be able to enjoy CFM.
    Superstar/X Factors: great start to differentiating players. Defensive line XFactors can seem over powered at times bc they cant make elite offensive linemen look like scrubs. Def need to flesh out the idea more and make sure every position, even STs, can get some abilities.
    roadman
    4thQtr, too long to quote, but that is one fine impression.

    Thank you.
    I think I would summarize my report as: If I have a player like JJ Watt on my team, you should not be adding "C" routes to your Game Plan this week.
    PhillyPhanatic14
    This is a mixed bag in my experience. Dak only asks for like 23/yr when he is rumored to be getting at least 30/yr. I had Kevin Byard, who has been an all pro and is only 26, ask for 10/yr when multiple safeties were up around 14/yr this offseason.

    I always urge caution in comparing real-life values to any video game values (whether for contracts, trades or other personnel choices). The game in question is going to generate the values based on the in-game ratings and whatever other factors it is designed to account for. So it is quite possible, the in-game ratings (and other factors) may not have justified those values. The game doesn't "see" Dak or Byard, they see "QB with XX values" and "S with XX values" and assign the contract demands accordingly.
    If you want to produce data from a large sampling of players to show that the in-game formulas should be modified based on dollars assigned based on in-game ratings, that would be a far more logical (and objective) approach.
    JoshC1977
    I always urge caution in comparing real-life values to any video game values (whether for contracts, trades or other personnel choices). The game in question is going to generate the values based on the in-game ratings and whatever other factors it is designed to account for. So it is quite possible, the in-game ratings (and other factors) may not have justified those values. The game doesn't "see" Dak or Byard, they see "QB with XX values" and "S with XX values" and assign the contract demands accordingly.
    If you want to produce data from a large sampling of players to show that the in-game formulas should be modified based on dollars assigned based on in-game ratings, that would be a far more logical (and objective) approach.

    Shouldn't it be the responsibility/goal of the devs to mirror the ratings of the game and the values assigned to them to the real-life players? That's what the whole issue is here lol. If they're not asking for enough then there's an issue with the formulas the devs have put in. Byard is an all-pro and he is going to be asking for bank. The game should mirror that. And if it doesn't there's an issue with the system they've created.
    TheBleedingRed21
    Just wanted to chime in and say what you listed isn’t what DaReal is referring to. Gameplay is 100% editable on PC and it’s a completely different game. Truly. Our Madden 19 is nothing like Madden 19 on console. Yeah, texture editing is cool, but gameplay edits are the bread and butter.

    Well, maybe one day ill pick it up and check it out. Im up for new things when i come across them. But i probably wont seek it out.
    PhillyPhanatic14
    Shouldn't it be the responsibility/goal of the devs to mirror the ratings of the game and the values assigned to them to the real-life players? That's what the whole issue is here lol. If they're not asking for enough then there's an issue with the formulas the devs have put in. Byard is an all-pro and he is going to be asking for bank. The game should mirror that. And if it doesn't there's an issue with the system they've created.

    Real life contracts often reflect "soft factors" like a team's perception of a player's relative upside. Some teams (and heck, non-sports companies in real life) may be willing to pay a bit more to keep an employee happy or because they perceive added value that isn't necessarily directly-related to an employee's skill-set. A simulation isn't going to be able to account for those factors in a precise manner.
    Now, in a vacuum, yes a game's ratings should be a 1:1 correlation to real-life. They aren't and never will be because many of the ratings are not quantifiable and are thus subjective. There will always be a 'degree of uncertainty' involved.
    We'd also be remiss to not mention the 'elephant in the room'....the beta ratings (and thus the associated contract demands you commented on) are not the final ratings will we see at launch. So, this observation, while certainly worth monitoring at launch (and I, for one, certainly will be), is moot at this juncture because what we saw over the weekend will not be what we see at launch.
    PhillyPhanatic14
    Shouldn't it be the responsibility/goal of the devs to mirror the ratings of the game and the values assigned to them to the real-life players? That's what the whole issue is here lol. If they're not asking for enough then there's an issue with the formulas the devs have put in. Byard is an all-pro and he is going to be asking for bank. The game should mirror that. And if it doesn't there's an issue with the system they've created.

    This has always been the discussion but I think it is apparent that EA, The brass, the developers whoever does not want to invest the time and money to fix this part of the game. The cost/benefit is just not there for them. Like everyone says the money is in MUT. This horse is dead.
    I do wonder if a player's development trait is taken into account with contracts in Madden. I would imagine not, but if that can be factored in it would help with the projection part that raises a player's value, or can lower it, too.
    JoshC1977
    I always urge caution in comparing real-life values to any video game values (whether for contracts, trades or other personnel choices). The game in question is going to generate the values based on the in-game ratings and whatever other factors it is designed to account for. So it is quite possible, the in-game ratings (and other factors) may not have justified those values. The game doesn't "see" Dak or Byard, they see "QB with XX values" and "S with XX values" and assign the contract demands accordingly.
    If you want to produce data from a large sampling of players to show that the in-game formulas should be modified based on dollars assigned based on in-game ratings, that would be a far more logical (and objective) approach.

    I think the issue here is that contracts are being based on that individual’s ratings/attributes.
    There should be an economic system where the players demand more/less depending on the market of similar positions / similar age players.
    So essentially if one QB gets 30 a mil that will be the startin point for a QB of similar age and ovr.
    JoshC1977
    Real life contracts often reflect "soft factors" like a team's perception of a player's relative upside. Some teams (and heck, non-sports companies in real life) may be willing to pay a bit more to keep an employee happy or because they perceive added value that isn't necessarily directly-related to an employee's skill-set. A simulation isn't going to be able to account for those factors in a precise manner.
    Now, in a vacuum, yes a game's ratings should be a 1:1 correlation to real-life. They aren't and never will be because many of the ratings are not quantifiable and are thus subjective. There will always be a 'degree of uncertainty' involved.
    We'd also be remiss to not mention the 'elephant in the room'....the beta ratings (and thus the associated contract demands you commented on) are not the final ratings will we see at launch. So, this observation, while certainly worth monitoring at launch (and I, for one, certainly will be), is moot at this juncture because what we saw over the weekend will not be what we see at launch.

    I agree. The original point i was making was that while some player contract demands seem to be accurate, there are still inconsistencies at this stage. Hopefully with the the final rosters and everything tuned properly that will all be fixed. I think the demands are light years ahead of where we were at in M18 where you could get a top QB for 16 mill/yr, but i don't think it's a done deal that player demands are across the board realistic at this stage. That's all I'm pointing out.
    First of all, I appreciated being emailed a code and invited to participate in the Beta. I am far and away not what would be deemed the target demographic for Madden, which impressed me all the more. Overall, I focused on gameplay, significant glitches, custom playbooks, gameplanning, graphics and lighting. My observations are based on All Pro skill level with no slider adjustments.
    Whether or not Madden 20 will be for you is of course subjective. However, in terms of gameplay, Madden 20 feels quite different from it's current-generation predecessors. I felt the control of my player was very responsive. Switching to control a safety, with the ball in mid-flight, in order to break up a pass felt smooth. Controlling a running back to and through a hole felt natural, without experiencing any "ghost tackles". What I really enjoyed most was the passing. While the ball is still somewhat tethered to the intended receiver, throwing the ball "to a spot" feels great. For instance, I was under heavy pressure at the goal line and had to get rid of the ball. I had Amari Cooper running a shallow cross in the middle of the endzone in traffic. I floated the ball towards the pylon and he was able to run beneath it and pull it in. A real aha moment for me. I do miss the feel of running with the RPM one-cut mechanic. The fact that the CPU ballcarriers simply could not appear to be married up to this feature made it understandable that it be removed.
    I was concerned that Superstar X-Factor was developed and emphasized in order to distract our attention away from the clipping, ghosting, warping, DB freezing, suction and mannequin animations. This has proven not to be the case. While certainly not perfect, much of these legacy issues have been significantly cleaned up, along with adding much needed catch animations. As it stands now, the pass rush is far more realistic than it's ever been. Simply stated, the ball has to come out with rhythm and timing. Sliding and max-protecting against Superstar X-Factor players, whether they are in the zone or not, is necessary at times. I do believe that both man and zone coverages need further tuning. I noticed the mid-read linebacker in Tampa 2 making some rather strange choices at times.
    I only noticed two significant issues with gameplay that I really feel need attention. Fumbling was rather prevalent for both myself and the CPU and I am OCD about using the protect ball mechanic. What is very troubling at this stage is the fact that cornerbacks in man coverage are slow to react to receivers in auto-motion plays. The receiver is almost to the QB before the DB reacts and thus allows for big gains on sweeps or passes to that receiver.
    I love the new additions to the playbooks. However, I was disappointed that building a custom playbook is basically the same cumbersome task and we still don't have the ability to slot our plays in the order we wish for them to appear. The playcall system and gameplan feature has changed rather dramatically. When you put together a gameplan, running plays selected will appear under the run plays window, whereas your pass plays selected will appear under the proper pass play window. However, if you don't select at least 21 pass plays per-situation, you will be relegated to seeing plays repeated. Also, the plays will scramble. They are on the right track with this, but need to see it through completely and better organize the system.
    Finally, while the graphics are very good, especially the stadium shots and current generation looking crowd, I felt the players looked somewhat "cartoonish". It appeared as if there was a "glow" to them and they didn't look as solid. Having said that, the actual player models looked a little better.
    Even though I am very big on Franchise Mode, I did not expect much in the way of improvements this year in that area. Therefore, I didn't spend much time simming stats, exploring the new scenario engine or looking for any new bells and whistles. For me, after the patch-fest that Madden 19 became, I was mainly concerned with gameplay and in that respect, very quietly it appears that EA understood the importance of that as well.
    I didn't get to spend as much time with the beta as I wanted to this weekend but still got a good amount in. I probably played 5 or 6 online h2h games and probably another 9 or 10 solo games in franchise. On the field the game felt much cleaner than 19 even after all of the patches.
    Pros:
    -Player movement was the best that it has felt in a long time. In the first H2H match I played I gave up a long touchdown when I over pursued on a play because I wasn't used to controls and player movement being that responsive.
    -New ball trajectories felt good, I had a lot of fun in the passing game. I finally felt like I could try and fit the ball in to tighter spaces with some of the better QBs. I did get picked off a couple of times by a LB in H2H but they were against users that were skilled with the lurk and were actually in good position to make the play. I didn't see any of the crazy warping to the ball from the ballhawk mechanic that I've seen in 19.
    -pass rush was refreshing to see, dominant edge rushers were finally a factor. On offense you really need to scan the defense now when you line up and decide what your read progression is going to be.
    -offensive playbooks, it was refreshing to see all the new plays that were added. RPO's were a nice addition and didn't feel to overpowered. I didn't get around to trying two new playbooks I keep hearing were a lot of fun in the Ravens and Cardinals new ones. The new jet sweeps and other new plays that included designed motion were a welcome addition that really made the playbooks feel much more authentic this year. These will give a nice fresh feel to the game when it comes out.
    -tackle animations, they felt much better in the beta and I didn't see really any wtf moments in my time with the game.
    -superstar abilities and x factor abilities, these really brought a new feel to the gameplay. One H2H game against the rams I was unable to gain any yards in the run game going to Aaron Donald's side and found myself having to make sure I was going away from him. Shutdown man cover corners also felt like true shutdown corners. There was a lot to like about this, and I liked that it wasn't to easy to get an x factor player in to the zone but usually also not to hard to take them back out of the zone.
    -User vs CPU games, they actually felt much better than in 19. The CPU while there is always room for improvement ran a better gameplan against me. Their ball carriers actually utilize their moves when it makes sense. I didn't see any unneccessary jokes or spins in open field.
    Cons:
    -Zone defense, I still feel like zone defense needs more love. Too often guys go straight to a specific spot in their zone and just stand there rather than flow with the play back to their zone responsibilities.
    -Defensive playbooks, with all of the love that offense got in this area it would have been nice to have some attention paid to the defensive playbooks. Playing the beta I felt the defensive playbooks were pretty much the same from 19. I at least would like to see some new blitz packages, and more plays that disguise coverages.
    -Franchise mode, I don't know if they just left in a dumbed down version of franchise mode for the beta but I'm hoping so. I would of expected to see more changes with their supposed "re-dedication" to franchise mode. Let's just hope there are features they've been working on behind the scenes and want to come with a couple of surprises at launch. Thoughp I did hear from people that had a chance to sim forward a few years that it is more difficult to stay under the cap this year which is a good thing.
    -Scenario engine, I was and still am really hoping for more with this new feature. What they showed in the beta it really feels like a repackaging of coach goals as I've seen other people describe it. I really hope it ends up having more of an impact on franchise mode and I feel the way it was sold to us that it should.
    Sent from my SM-G950U using Tapatalk
    CM Hooe
    On default All-Pro, Lamar Jackson torched me on the ground to the tune of 100 yards, including an untouched 60-yard go-ahead score in the 4th quarter.
    I will say that virtually all of those yards were QB scrambles on and none were designed QB runs. I'm not super-familiar with how much the Ravens' offense uses designed QB keeper runs; according to one Brett Kollmann video I watched on YouTube last year, they actually use read option far less than initial appearances might indicate. But I figure that note might be helpful regardless.

    Also, I was able to run for a ton of yards with Mahomes. If I dropped back and did not find an open receiver,I would move to buy time. Often, there was just way too much green in front of me to ignore. Not sure how well the CPU was set up to stop the run, it did start using a spy on me.
    I will probably try running with him early in online games, to see if I can get my opponent to start using a spy. That will either lessen the pass rush or the coverage.
    For me, paying with Mahomes, which I did in franchise on sim settings, was just like watching him on Sundays and in primetime. Most fun I've had playing a football game in decades.
    Pros:

    • I really, really love the throwing animations. Even depth QBs look pretty solid throwing the ball in-game. That was a huge step forward in my eyes. And I've seen a lot of discontent with the load-up animations for deep balls. I personally think that those are good too.
    • The run game is a lot more fluid, as are the tackling animations. I felt a lot of times last year that running the ball was a hassle because I felt like I couldn't really control the ballcarrier, but that is for sure improved. The new open-field running animations are also very pleasing to see.
    • Kind of an under the radar pro, but to go along with updated playbooks and RPOs, there are some new plays that I thought were pretty awesome. A hail mary play that has all players running towards the goalpost to set up a jump ball situation, and some plays designated as get-out-of-bounds quick.

    Cons:

    • This has been kinda up and down with some beta players, but I still see some semblance of the Robo-QB. CPU controlled Drew Lock (62 overall I believe in my franchise) finished a game against me 22-25, 240+ yards, 3 TDs. Not saying that what happened isn't feasible, but he just would not miss all game.
    • This has been mentioned before, but the scenario engine was extremely underwhelming. I still want to attribute that to it being the beta and a lot of the features being tied to Face of the Franchise QB1. There are little cues that make me think that like the team reporter coming in the preseason week one but disappearing. I don't think EA is that incapable of something like this. But I honestly would have preferred that they do not let us play franchise mode as opposed to giving us the bare minimum of it.
    • Several bugs and glitches were to be expected. I saw a high degree of fumbles that was kind of bothersome. And old bug from prior Madden's popped up where players would return immediately after being injured, as well as several injuries occurring on the base injury slider (maybe not a bug, just my interpretation).
    • Franchise AI is still really wonky. With the scenario engine being so barebones, it really stuck out. The most noteworthy thing that I will stick with me is Eli Manning being cut in the preseason (and deleted from the player pool) and the Giants replacing him with Brock Osweiler, Cody Kessler, or by some terrible stretch of the imagination, Ryan Mallett.
    JayhawkerStL
    Also, I was able to run for a ton of yards with Mahomes. If I dropped back and did not find an open receiver,I would move to buy time. Often, there was just way too much green in front of me to ignore. Not sure how well the CPU was set up to stop the run, it did start using a spy on me.

    That is awesome. I feel like that kind of stuff never used to happen in Madden.
    roadman
    Wait, what? Who said I was giving a pass?
    Do people just read what they want to read?
    I offered a explanation only, wow, man. lol

    Not saying you are the one making either the inexcusable communication error or deception. I’m saying they did. There is no way someone who understands the Franchise community would have said what they said without knowing how it would be interpreted.
    T4VERTS
    I think to most people it is exactly what they meant. I think to hardcore Franchise fans they took it a different way. The deals will match real NFL deals within the framework of their contract system. They never said they built a new contract system. They never said they added all those options. Had they done that, they definitely would have said those things.
    Just saying that feeling mislead is as much about trying to wish something into existence as it is in the wording.

    You guys are going to hate this, but here is what they said: “We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL.“
    Generally speaking, when I say, “A matches B,” I mean “A has a one to one correspondence with B.” For every element A_n of the set A, there is an element B_n of the set B. For every A_n there is a B_n. That is what is meant by the words “A matches B.” If instead you wanted to say that a SUBSET of A matches a SUBSET of B, you would specify.
    They did not specify a subset.
    Since they did not specify a subset, the only people “reading into” what they said are the “contract-gate apologists.”
    They said they would “match” current NFL contracts. By definition of the word “match,” that means they will include every fifth year option for current NFL contracts. But they didn’t. Ergo, they told a falsehood. Was it a lie? That depends on their intention, as a lie is a falsehood told with the intent to deceive. It’s either a mistaken falsehood or a lie, unless you completely ignore what the word “match” means (that is, unless you are trying to wish something into existence as it is in the wording.
    ForUntoOblivionSoar∞

    Since they did not specify a subset, the only people “reading into” what they said are the “contract-gate apologists.”

    I see what you did there :34:
    Watergate
    Bountygate
    Deflategate
    Spygate
    Don’t get me wrong though. I’m pretty thrilled about the gameplay changes (as long as they don’t get patched away :/ ).
    But I don’t like smoke being blown about a statement they made that without context they did not actually add, means exactly what we “read into it.” You cannot just pretend the word “match” means “matches only in the total value, ignoring ~50% of what actually goes into a contract.”
    Maybe they need a better PR guy, but the fault of this “misunderstanding” is 100% theirs. They chose to use the wording without any qualifiers that we are supposedly supposed to just assume were implied without any evidence they were meant to be implied.
    ForUntoOblivionSoar∞
    You guys are going to hate this, but here is what they said: “We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL.“
    Generally speaking, when I say, “A matches B,” I mean “A has a one to one correspondence with B.” For every element of the set A A_n, there js an element of the set B B_n. For every A_n there is a B_n. That is what is meant by the words “A matches B.” If instead you wanted to say that a SUBSET of A matches a SUBSET of B, you would specify.
    They did not specify a subset.
    Since they did not specify a subset, the only people “reading into” what they said are the “contract-gate apologists.”
    They said they would “match” current NFL contracts. By definition of the word “match,” that means they will include every fifth year option for current NFL contracts. But they didn’t. Ergo, they told a falsehood. Was it a lie? That depends on their intention, as a lie is a falsehood told with the intent to deceive. It’s either a mistaken falsehood or a lie, unless you completely ignore what the word “match” means (that is, unless you are trying to wish something into existence as it is in the wording.

    I think you are giving too much credit with Madden explaining things in minute detail by what they mean when the roll out the news.
    Many times from now till the past, we are left guessing till beta or in the old days demo or sometimes the game itself. The blogs don't go much into detail ie people expecting EA to specify, so, then it's up to interpretations and guesswork especially coming from people that call out others. (ahem)
    Some people go on Twitter and ask what did they mean by this.
    Mack Attack 11
    I see what you did there :34:
    Watergate
    Bountygate
    Deflategate
    Spygate

    LOL. It’s acrually a minor deal though. The game play improvements will vastly overwhelm the disappointment at them making a pattentedly false statement due to their failure of adding qualifications to what they said.
    roadman
    I think you are giving too much credit with Madden explaining things in minute detail by what they mean when the roll out the news.
    Many times from now till the past, we are left guessing till beta or in the old days demo or sometimes the game itself. The blogs don't go much into detail ie people expecting EA to specify, so, then it's up to interpretations and guesswork especially coming from people that call out others. (ahem)
    Some people go on Twitter and ask what did they mean by this.

    The language they used was not in the slightest ambiguous. At all. They simply said something and meant something else. People were probably compelled to ask them on twitter due to a realization that such a lofty promises are not the type we’ve come to expect without a catch.
    I’m totally gonna try to make Contractgate a thing now. It’s a small thing, but it deserves an amusing proper noun.
    ForUntoOblivionSoar∞

    I’m totally gonna try to make Contractgate a thing now. It’s a small thing, but it deserves an amusing proper noun.

    Thank you I needed a laugh today --- Rack Em!!!
    PhillyPhanatic14
    That is awesome. I feel like that kind of stuff never used to happen in Madden.

    Can't say for sure that it was my running that triggered it. I just noticed that it was running a spy later the game.
    ForUntoOblivionSoar∞
    The language they used was not in the slightest ambiguous. At all. They simply said something and meant something else. People were probably compelled to ask them on twitter due to a realization that such a lofty promises are not the type we’ve come to expect without a catch.
    I’m totally gonna try to make Contractgate a thing now. It’s a small thing, but it deserves an amusing proper noun.

    Yeah, ok, you go with that, you are on your own on that note.
    Happens all the time in business, communication breakdowns and failures.
    Not something new.
    roadman
    Yeah, ok, you go with that, you are on your own on that note.
    Happens all the time in business, communication breakdowns and failures.
    Not something new.

    Probably more common with bigger operations like this one. I wonder how many middlemen were in between the dev team and the PR people?
    roadman
    I think you are giving too much credit with Madden explaining things in minute detail by what they mean when the roll out the news.
    Many times from now till the past, we are left guessing till beta or in the old days demo or sometimes the game itself. The blogs don't go much into detail ie people expecting EA to specify, so, then it's up to interpretations and guesswork especially coming from people that call out others. (ahem)
    Some people go on Twitter and ask what did they mean by this.

    Unless match suddenly means something other than match they messed up. We shouldn't need to go on twitter to find out what they mean. Match should mean the same thing that it has always meant. Unless they used the wrong word and misled us (intentionally or unintentionally).
    PhillyPhanatic14
    Unless match suddenly means something other than match they messed up. We shouldn't need to go on twitter to find out what they mean. Match should mean the same thing that it has always meant. Unless they used the wrong word and misled us (intentionally or unintentionally).

    That's never happened before, either.
    ForUntoOblivionSoar∞
    Probably more common with bigger operations like this one. I wonder how many middlemen were in between the dev team and the PR people?

    You'd be surprised, they need approval after they write up the blogs.
    PhillyPhanatic14
    Unless match suddenly means something other than match they messed up. We shouldn't need to go on twitter to find out what they mean. Match should mean the same thing that it has always meant. Unless they used the wrong word and misled us (intentionally or unintentionally).

    I get it now you mean that match
    On an unrelated note, did any of you Fortunate Ones who had a beta code pay attention to how the pass rush got stronger? Was it mostly just quicker “winning” after engagements, were there instances where a speed rusher just blew right passed a tackle, where there interior bull rushes that pushed the pocket, etc? Mechanicalky speaking, how would you compare the pass rush differences between MADDEN 20 Beta and Madden 19?
    roadman
    That's never happened before, either.

    I'm not saying it's never happened, but it's not on us to assume they used the wrong word in their article. We should take them at their word and that's what they said. I just don't get the mindset that we should assume they're being lazy and didn't mean the full definition of match because they never innovate and it's our fault for assuming that they're going to work hard on the game in that area because they never do.
    ForUntoOblivionSoar∞
    On an unrelated note, did any of you Fortunate Ones who had a beta code pay attention to how the pass rush got stronger? Was it mostly just quicker “winning” after engagements, were there instances where a speed rusher just blew right passed a tackle, where their interior pull rushes that pushed the pocket, etc? Mechanicalky speaking, how would you compare the pass rush differences between MADDEN 20 Beta and Madden 19?

    Mechanically, it's more or less the same I'd say. It's still very binary where players are essentially either engaged or not engaged. One thing I did notice was that those "instant pressure/win" at the snap animations from edge rushers seem to be gone. They were basically instant sacks in 19 but I didn't really see any of them in the beta and everything seemed more based on winning quicker. One issue with the pass rush that I've heard is a bug is interior lineman, and more so sub-par interior lineman, splitting and winning double teams too often or easily.
    ForUntoOblivionSoar∞
    On an unrelated note, did any of you Fortunate Ones who had a beta code pay attention to how the pass rush got stronger? Was it mostly just quicker “winning” after engagements, were there instances where a speed rusher just blew right passed a tackle, where their interior bull rushes that pushed the pocket, etc? Mechanicalky speaking, how would you compare the pass rush differences between MADDEN 20 Beta and Madden 19?

    It was the difference between night and day, that is why many of us are trying to tell EA not to change it while a certain portion want it lessened.
    You can really tell the difference between the Khail Macs vs the avg pass rushers. Mack would just blow by Bulaga. Slide protection will help a bit.
    I'm sure something under coaching options will help, too. I was able to get some pressure from Kenny Clark and Mike Daniels, but not a lot of up the middle pressure unless you are Aaron Donald.
    QB Pockets are nicer forming, too.
    DeuceDouglas
    Mechanically, it's more or less the same I'd say. It's still very binary where players are essentially either engaged or not engaged. One thing I did notice was that those "instant pressure/win" at the snap animations from edge rushers seem to be gone. They were basically instant sacks in 19 but I didn't really see any of them in the beta and everything seemed more based on winning quicker. One issue with the pass rush that I've heard is a bug is interior lineman, and more so sub-par interior lineman, splitting and winning double teams too often or easily.

    My experience as well. The only instant pressure came from guys that weren't blocked when they were blitzing more guys than i had in protection. This was a cool touch though because in the past these free rushers tended to suction into blockers instead of coming in free. I've never had to actually think about my protection in Madden before but it's important in this game which is awesome.
    DeuceDouglas
    Mechanically, it's more or less the same I'd say. It's still very binary where players are essentially either engaged or not engaged. One thing I did notice was that those "instant pressure/win" at the snap animations from edge rushers seem to be gone. They were basically instant sacks in 19 but I didn't really see any of them in the beta and everything seemed more based on winning quicker. One issue with the pass rush that I've heard is a bug is interior lineman, and more so sub-par interior lineman, splitting and winning double teams too often or easily.

    I wish that interior linemen had more wins, that were bull rushes that pushed the center or a guard back into the QB forcing him to move around more. That would create a much more dynamic experience in the pocket.
    PhillyPhanatic14
    I'm not saying it's never happened, but it's not on us to assume they used the wrong word in their article. We should take them at their word and that's what they said. I just don't get the mindset that we should assume they're being lazy and didn't mean the full definition of match because they never innovate and it's our fault for assuming that they're going to work hard on the game in that area because they never do.

    My whole entire point was we shouldn't take their entire wording for anything based on past history with them.
    Maybe we should have asked for a clearer explanation upfront vs now?
    I don't think I mentioned lazy or never innovate and it's our fault. Maybe today is a weird weird day, people are inferring things that I didn't even bring up, but, yeah, ok, you aren't the first today and I'm assuming you won't be the last. lol
    I blame it on the beta. Go away beta.
    jfsolo
    I wish that interior linemen had more wins, that were bull rushes that pushed the center or a guard back into the QB forcing him to move around more. That would create a much more dynamic experience in the pocket.

    Great point.
    roadman
    My whole entire point was we shouldn't take their entire wording for anything based on past history with them.
    Maybe we should have asked for a clearer explanation upfront vs now?
    I don't think I mentioned lazy or never innovate and it's our fault. Maybe today is a weird weird day, people are inferring things that I didn't even bring up, but, yeah, ok, you aren't the first today and I'm assuming you won't be the last. lol
    I blame it on the beta. Go away beta.

    Sorry i think i'm combining your thoughts with what T4 said earlier. Either way, whatevs... I'm probably just looking for something to talk about with this game because i know we've got another 5 weeks until EA Access and it's gonna suck to go home tonight and not play the beta. Consider this a pass thrown to Jordan Matthews #dropped
    PhillyPhanatic14
    Sorry i think i'm combining your thoughts with what T4 said earlier. Either way, whatevs... I'm probably just looking for something to talk about with this game because i know we've got another 5 weeks until EA Access and it's gonna suck to go home tonight and not play the beta. Consider this a pass thrown to Jordan Matthews #dropped

    Or dropped Int from Josh Jackson.
    jfsolo
    I wish that interior linemen had more wins, that were bull rushes that pushed the center or a guard back into the QB forcing him to move around more. That would create a much more dynamic experience in the pocket.

    The lack of a pocket push is the biggest thing they need to address imo. The few times I did see it, it had a beautiful effect on the pass accuracy but it just didn’t happen enough.
    Put another way, if interior guys could push the pocket like they could on ncaa 14, we’d really have something.
    Sent from my iPhone using Operation Sports
    I'd like to add that the CPU play calling still wasn't that great and need's to be smarter tied to their situation. Just makes it more realistic.
    Don't know if that was mentioned in here.
    Rayzaa
    I'd like to add that the CPU play ucalling still wasn't that great and need's to be smarter tied to their situation. Just makes it more realistic.
    Don't know if that was mentioned in here.

    Lol here’s another aspect where pc is nice. Both major gameplay mods expand CPU play calling logic. It’s beautiful.
    Rayzaa
    I'd like to add that the CPU play calling still wasn't that great and need's to be smarter tied to their situation. Just makes it more realistic.
    Don't know if that was mentioned in here.

    And I had cases were there was smart CPU calling AI, especially in clock management situations.
    I need a bigger sample size, though.
    My observations on CPU calling: I ran the same play, an Ohio concept with the HB on a Post route from the backfield, HB being my sole target. I ran it 5 times consecutively with a resulting TD. The next possession I tried the same play and the CPU defense countered with a Robber play each time resulting in a 4 and out. I didn't bother punting in a test
    Correlation does not imply causation, but it is worth continued testing.
    4thQtrStre5S
    My observations on CPU calling: I ran the same play, an Ohio concept with the HB on a Post route from the backfield, HB being my sole target. I ran it 5 times consecutively with a resulting TD. The next possession I tried the same play and the CPU defense countered with a Robber play each time resulting in a 4 and out. I didn't bother punting in a test
    Correlation does not imply causation, but it is worth continued testing.

    I was talking about offensively but you are right. The CPU defense adjusted better in the beta
    I remember when they introduced drive goals and they had them scrolling at the bottom instead of stats and scores from around the league. Now we have xfactor goals as pop ups. Why not have stats as pop ups and in franchise mode stats from around the league.
    Rayzaa
    I was talking about offensively but you are right. The CPU defense adjusted better in the beta

    I agree with you on the CPU offense. There were times when the CPU offense was burning me with pass plays all the way down the field, then it would get to my ~40 yard line and choose 3 run plays in a row and attempt a FG.
    I assume, from playing MUT and observing the coaching suggestions for play calls, that the programming is capable of matching the user play calling with a play type designed with a mathematical advantage to beat the any chosen defense. Even if it matched plays called by the community in similar situations.
    With my belief that the CPU can call the best plays, especially when it needs to make a comeback score, I chose a play and then audible at the LOS.
    jfsolo
    I wish that interior linemen had more wins, that were bull rushes that pushed the center or a guard back into the QB forcing him to move around more. That would create a much more dynamic experience in the pocket.

    Totally agree , I've found that pass rush pressure in maddens too often results in a sack too
    We need to see more instances of pressure affecting a throw or making a QB move , but NOT more sacks.
    More pocket squeezing , and less occasions where the defender flies past or throws the blocker aside
    canes21
    What are trying to say K_GUN?

    That should have been the benchmark for pass rush during beta.....was it?? ...(asking for a gamer)
    Sent from my iPhone using Tapatalk
    I see. There has to be context to that. Your MUT gamers can say, "See, I'm getting hit every other pass, the pass rush is too strong!" The stats will show the average QB also has the ball out in like 2.5 seconds. I'd love to see a graph showing how often QBs get hit and how accurate they are depending on how long before they released the ball.
    Rayzaa
    Yeah not buying the PC version. For starters I don't want to play on a 24" screen....among other reasons.

    Not trying to stop you Rayzaa but if your PC/laptop has an HDMI cable port I think you can hook it up to your TV. Sabo and NECTAR mods did wonders for Madden...
    For those that got to play....
    How was the cpu coverage on deep routes? WRs seem to be way to open in 19'
    My final thoughts from this weekend:
    Gameplay-wise, this is the best Madden of all time and it's not even close. Love how RPM has played out. Pass-rush was perfection. Still a few issues, though: both myself and CPU QBs consistely put up absurdly-high completion percentages. The only way you're stopping the QB is if you sack him or pick him. I'd love to see how the new rosters would play out in beta, but alas, it wasn't meant to be. We'll see if adjusting the ratings breaks the game or gives the final product a different experience--would have been smart to test that during beta.
    CFM was a complete and utter disappointment (in the beta). I played all weekend and only in the last hour of playing did I get any sort of meaningful scenario (I was able to increase a player's trait by force-feeding him the ball during one game). No holdouts, no trade-demands, no morale hits... nothing. Contracts were a little better but young, talented QBs were still signing absurdly low deals. I signed Dak to 22 million a year and Zeke & Amari Cooper to ~ 10 million a year. Draft logic for CPU was awful (even when there were talented QBs, they didn't seem to go until the late 2nd and 3rd rounds, with maybe one going in the first).
    JoshC1977
    Real life contracts often reflect "soft factors" like a team's perception of a player's relative upside. Some teams (and heck, non-sports companies in real life) may be willing to pay a bit more to keep an employee happy or because they perceive added value that isn't necessarily directly-related to an employee's skill-set. A simulation isn't going to be able to account for those factors in a precise manner.
    Now, in a vacuum, yes a game's ratings should be a 1:1 correlation to real-life. They aren't and never will be because many of the ratings are not quantifiable and are thus subjective. There will always be a 'degree of uncertainty' involved.
    We'd also be remiss to not mention the 'elephant in the room'....the beta ratings (and thus the associated contract demands you commented on) are not the final ratings will we see at launch. So, this observation, while certainly worth monitoring at launch (and I, for one, certainly will be), is moot at this juncture because what we saw over the weekend will not be what we see at launch.

    FA market can also be heavily influenced if there is a club or two who needs to add payroll to stay above the salary floor. I know the Browns and Raiders have both flirted with it in recent years.
    The salary floor isn't something that gets talked about a bunch in the sporting press, and it isn't represented at all in Madden.
    Kinda on topic regarding passing %
    In Frosty (tool that allows us to edit gameplay for PC) there was a setting called "Pressure rating accuracy effect" and depending on how I adjusted it could trigger much more favorable results.. but it worked more for the user then it did the CPU..
    There is also 3 tiers of passing
    Accurate
    Inaccurate
    Very Inaccurate
    This is what would control the natural looking misfires... I was never able to find a happy medium messing for the CPU with these settings until the end of my editing for one main reason, the CPU on AM only throws accurate passing.. hence why we get a result of only catch, deflect, interception, sack.. no throw away or misfires...
    I did figure out how to produce better results at the end but it was by way of a gimmick edit that I hopefully dont have to resort to for m20..
    ijumpedthegun
    My final thoughts from this weekend:
    Gameplay-wise, this is the best Madden of all time and it's not even close. Love how RPM has played out. Pass-rush was perfection. Still a few issues, though: both myself and CPU QBs consistely put up absurdly-high completion percentages. The only way you're stopping the QB is if you sack him or pick him. I'd love to see how the new rosters would play out in beta, but alas, it wasn't meant to be. We'll see if adjusting the ratings breaks the game or gives the final product a different experience--would have been smart to test that during beta.
    CFM was a complete and utter disappointment (in the beta). I played all weekend and only in the last hour of playing did I get any sort of meaningful scenario (I was able to increase a player's trait by force-feeding him the ball during one game). No holdouts, no trade-demands, no morale hits... nothing. Contracts were a little better but young, talented QBs were still signing absurdly low deals. I signed Dak to 22 million a year and Zeke & Amari Cooper to ~ 10 million a year. Draft logic for CPU was awful (even when there were talented QBs, they didn't seem to go until the late 2nd and 3rd rounds, with maybe one going in the first).

    This is bang on for me. I just posted in the franchise thread that it's unfortuante becuase the gameplay is that good.
    But I'm a franchise guy so it just doesn't have long term viability for me. I'll pick up a used copy becuase the gameplay is good, but I can't see myself playing for a long time given that Franchise Mode just isn't there.
    All I can do is pray that they've gotten gameplay to a good point so that 2021 can be a big push for Franchise mode. But I've said that before...
    cjacks17
    This is bang on for me. I just posted in the franchise thread that it's unfortuante becuase the gameplay is that good.
    But I'm a franchise guy so it just doesn't have long term viability for me. I'll pick up a used copy becuase the gameplay is good, but I can't see myself playing for a long time given that Franchise Mode just isn't there.
    All I can do is pray that they've gotten gameplay to a good point so that 2021 can be a big push for Franchise mode. But I've said that before...

    I want to believe that they left a huge amount of franchise out of the beta and just showed off game play. Tried to get Clint to confirm this on Twitter but he is ignoring me like a used whore! Maybe he isn't allowed to answer? I get the feeling that franchise is a lot deeper than what beta showed. Time will tell.
    Dingo72
    I get the feeling that franchise is a lot deeper than what beta showed. Time will tell.

    I hope so but I wouldn't bet on it. I think the odds would be about 100:1 if the vegas book had a line on it.
    briz1046
    Totally agree , I've found that pass rush pressure in maddens too often results in a sack too
    We need to see more instances of pressure affecting a throw or making a QB move , but NOT more sacks.
    More pocket squeezing , and less occasions where the defender flies past or throws the blocker aside

    I didn’t play the beta, but this is probably the gameplay feature I wanted to see ironed out the most. It sounds like they improved d line pressure, but often it’s either a sack or no pressure at all? Getting sacks have never been the issues for me, the issue was either they get a super win against an olineman and get a sack, or they dance around with a guard/center for 6 seconds. Just want to see more pressure resulting in hurried throws, scrambling out of the pocket and throwing out of bounds, etc. I guess.
    Dingo72
    I want to believe that they left a huge amount of franchise out of the beta and just showed off game play. Tried to get Clint to confirm this on Twitter but he is ignoring me like a used whore! Maybe he isn't allowed to answer? I get the feeling that franchise is a lot deeper than what beta showed. Time will tell.

    We know Face of the Franchise was left out and it's been confirmed here we will have more scenarios then during the beta.
    Other than that, maybe a few nuggets here and there, I wouldn't count on more than what I mentioned above. Maybe there will be a surprise, but not likely, we will see soon enough.
    roadman
    We know Face of the Franchise was left out and it's been confirmed here we will have more scenarios then during the beta.
    Other than that, maybe a few nuggets here and there, I wouldn't count on more than what I mentioned above. Maybe there will be a surprise, but not likely, we will see soon enough.

    If I had to guess at changes, I think they'd be:
    1.) More scenarios due to the face of the franchise carryover
    2.) They'll tweak some scenarios to happen more frequently. I think there were a lot of complaints that nobody ever saw a scenario happen.
    3.) This is less likely, but I think there's a small chance they tweak contract logic a little more. I'm hoping they tweak AI GM logic too, but I won't get my hopes up.
    And of course, the wild card is ratings spread. Who the heck knows how different the new ratings will be and what kind of impact that has on the game.
    stinkubus
    FA market can also be heavily influenced if there is a club or two who needs to add payroll to stay above the salary floor. I know the Browns and Raiders have both flirted with it in recent years.
    The salary floor isn't something that gets talked about a bunch in the sporting press, and it isn't represented at all in Madden.

    Also wanted to add the comment that this is a good example of where too literal of a dedication to real life would lead to horrible game design decisions.
    The salary floor is not a year-to-year threshold like the cap. For purposes of the floor payroll is measured using three year rolling averages, per the terms of the CBA.
    I don't think players trying to do their rebuilds are going to be very happy when they are forced to sign mediocre FAs to big contracts just to make minimum payroll.
    The game doesn't really need to be all-or-nothing. A cap restrictive enough that you can't easily assemble a goon squad would be good enough.
    I have watched and/or read at least 15 reviews of the beta and every review, without exception, states that the pass rush is good and should remain strong.
    *fingers crossed*
    4thQtrStre5S
    I have watched and/or read at least 15 reviews of the beta and every review, without exception, states that the pass rush is good and should remain strong.
    *fingers crossed*

    I know that it's a marketing play, but Aaron Donald making a Tweet saying
    The Pass Rush is REAL in #Madden20!
    Put fear in the opposing QBs eyes with Fearmonger X-Factor

    hopefully works in our favor.
    stinkubus
    Also wanted to add the comment that this is a good example of where too literal of a dedication to real life would lead to horrible game design decisions.
    The salary floor is not a year-to-year threshold like the cap. For purposes of the floor payroll is measured using three year rolling averages, per the terms of the CBA.
    I don't think players trying to do their rebuilds are going to be very happy when they are forced to sign mediocre FAs to big contracts just to make minimum payroll.
    The game doesn't really need to be all-or-nothing. A cap restrictive enough that you can't easily assemble a goon squad would be good enough.

    I’d be very thrilled with that. It would add an additional interesting thing to think about, and if player salary demands (especially top players) were more realistic, signing random free agents to large contracts wouldn’t even be an issue.
    These were my User QB stats for one season. All-Madden Sim, default sliders. Haven't bought Madden since 17. Went "14-6" and "won" Superbowl. Replayed 3 games that I lost due to last second Madden cheese. Technically, went "8-8" and missed playoffs.
    C. Newton : Passing
    YARDS COMP ATT TD INT COMP% YPG RATING YPA LONG Sacks
    3,969 219 329 31 21 66% 248 112.6 12.1 84 72
    C. Newton : Rushing
    ATT YARDS AVG TD AVG G FUMB BTX YAC LONG GP DP
    119 974 8.2 17 60.9 25 0 30 34 16 716
    Will probably post some other players' stats as well. It's just time consuming, and I "should" have better things to do with my time
    Edit: sorry for the formatting. It looked much better when I typed it smh
    Kid OS
    These were my User QB stats for one season. All-Madden Sim, default sliders. Haven't bought Madden since 17. Went "14-6" and "won" Superbowl. Replayed 3 games that I lost due to last second Madden cheese. Technically, went "8-8" and missed playoffs.
    C. Newton : Passing
    YARDS COMP ATT TD INT COMP% YPG RATING YPA LONG Sacks
    3,969 219 329 31 21 66% 248 112.6 12.1 84 72
    C. Newton : Rushing
    ATT YARDS AVG TD AVG G FUMB BTX YAC LONG GP DP
    119 974 8.2 17 60.9 25 0 30 34 16 716
    Will probably post some other players' stats as well. It's just time consuming, and I "should" have better things to do with my time
    Edit: sorry for the formatting. It looked much better when I typed it smh

    12.1 yards per attempt? Son that is absurdly high. What's going on here? All Madden? Are you just that good or is the game not realistic enough to keep your yards per attempt under 10? (and really should be under 9 except in rare instances)
    ForUntoOblivionSoar∞
    12.1 yards per attempt? Son that is absurdly high. What's going on here? All Madden? Are you just that good or is the game not realistic enough to keep your yards per attempt under 10? (and really should be under 9 except in rare instances)
    I'm honestly not sure :confused:. Madden 17 was the last Madden that I played for more than a week, and I hated 18 the two days that I played it, but when I played the Madden 20 beta, it felt like I was playing NCAA 14 mixed with Madden 16's animations (I haven't played NCAA in months). It felt "easy". 95% of my play calls were based on whether or not Cam Newton was tired. Every pass was meant to get me a first down, and every scramble got me at least 11 yards. The CPU defense just couldn't contain me when I ran with Cam. They have an X-factor DE? I'll just run away from him. They have 2 X-factor DE? I'll just run right up the middle. They have no X-factor DE? I'll send DJ Moore on a streak and score an easy 50 yd touchdown (40 catches for 1,324 yards and 14TD.) <<< That was quite literally 80% of my play calling. The other 20% consisted of runs with McCaffery to get Cam some rest, and a bunch of out/corner routes for Greg Olson and my slot receivers. But, as you can see, the CPU had no problem sacking me and forcing me to fumble 2 times a game. It just felt like the only reason I ever lost a game is because I went to slide a little too late sometimes and because the throwing animations were slow in comparison to NCAA 14.
    The beta had very wide open gameplay and did play more like a college game than an NFL game to me. I'm still gonna praise it because it did plenty well, but the passing game was easy once you got used to the new pass rush mostly because the QBs could not miss at all.
    I felt more confidence in throwing to a great receiver who was covered than I have felt about throwing to a great receiver in past maddens who appeared uncovered. Especially throwing against LBs who actually felt more realistic in the beta.
    Coverages are tough, IMO. Not all great CBs play great on every play and not all bad CBs play bad on every play.
    On any given defensive play, what percentage of success is related to a player(s) and how much is credited to the play called?
    How much defensive success can be attributed to a poor decision by a QB or bad route by a receiver? On any given play a receiver can be completely ignored by the defense and the offense could still lose.
    How much coverage success is attributed to pass rush? How many sacks are coverage sacks?
    Can all these questions be answered in regards to real life football? How are these questions answered and portrayed in a game?
    In the beta I did feel how great Antonio Brown was as a receiver when I did not adjust my coverage. I left Antonio Brown uncovered by my #1 CB Broncos Chirs Harris, until the 4th quarter when I put Harris on Brown. HArris kept Brown in check in the 4th, for the most part. This was a great experience and I hope will be preserved going into the release.
    The real secret sauce in the end is how much did they work on CPU AI. I can tune sliders and get QB Accuracy where I want it, tackling where I want it, and flags at a decent clip without killing gameplay.
    But what we can't do is program the CPU AI.
    This will be the biggest thing I will look at with my 10 hours of EA Access.
    CPU AI is the golden ticket to how the game will ultimately be a buy or not.
    I did like how smooth the players moved and the running game and downfield blocking was great. Passing felt really good too.
    We will see if AI was really touched or not.
    roadman
    I still had off throws by Rodgers in the beta sometimes hitting in the low 60's completion percentage.

    A huge factor in Madden is are you using all the tools, trajectories, pass types? If you do...you will get inaccuracy. If your not...you are simply passing the football on rails.
    One thing Madden 19 did amazingly was QB inaccuracy. If you lost your footing, were under pressure, moving out of the pocket under duress with a low accuracy guy, did not set your feet....forget it. And of course slider adjustments are key to this aspect or if default works just fine.
    roadman
    I still had off throws by Rodgers in the beta sometimes hitting in the low 60's completion percentage.

    I could only get inaccurate throws if I turned the User Pass Accuracy slider to 25 or below. And those inaccurate passes were ugly and just really errant passes. I think I got too used to how we have the PC version modded that I forgot how the inaccurate passes through sliders only worked.
    When I played H2H I played close to 10 games and had maybe 3 total passes that were off the mark. That is on Competitive, so it is different. I know that over all of my H2H games I probably averaged 350 yards passing and probably had at the very least an 80+% completion percentage. That is also because a lot of people liked to stick to their tendencies and it was real easy to just know real football and use preplay adjustments to constantly beat them. I still think overall the game is very open and would be amazing gameplay for an NCAA game. I have no worries about the gameplay because the improvements over 19 are really good and the rest of the fine tuning that is needed will be accomplished with mods.
    canes21
    I could only get inaccurate throws if I turned the User Pass Accuracy slider to 25 or below. And those inaccurate passes were ugly and just really errant passes. I think I got too used to how we have the PC version modded that I forgot how the inaccurate passes through sliders only worked.
    When I played H2H I played close to 10 games and had maybe 3 total passes that were off the mark. That is on Competitive, so it is different. I know that over all of my H2H games I probably averaged 350 yards passing and probably had at the very least an 80+% completion percentage. That is also because a lot of people liked to stick to their tendencies and it was real easy to just know real football and use preplay adjustments to constantly beat them. I still think overall the game is very open and would be amazing gameplay for an NCAA game. I have no worries about the gameplay because the improvements over 19 are really good and the rest of the fine tuning that is needed will be accomplished with mods.

    Ah, ok, I gotcha you.
    See, and this is where the results will differentiate with different players playing different modes with different settings.
    Mine was all on default all sim user vs cpu. That is the best way, at least for me, to test things out and move from there.
    roadman
    Ah, ok, I gotcha you.
    See, and this is where the results will differentiate with different players playing different modes with different settings.
    Mine was all on default all sim user vs cpu. That is the best way, at least for me, to test things out and move from there.

    No, I played All Pro Sim also. That is what I was referencing when I said I couldn't get an inaccurate pass unless I tuned the slider to below 25, then the passes just became more of wild throws and not passes that were off. That's how the Pass Accuracy slider has generally always worked in EA's football games. You can get an accurate number of misfires, the misfires just don't really happen in a realistic manner. They are always 10+ yards off target and just look bad.
    I was also just bringing up the H2H Comp gameplay stating that in that experience as well the game was very wide open offensively and impossible to have errant throws on.
    canes21
    No, I played All Pro Sim also. That is what I was referencing when I said I couldn't get an inaccurate pass unless I tuned the slider to below 25, then the passes just became more of wild throws and not passes that were off. That's how the Pass Accuracy slider has generally always worked in EA's football games. You can get an accurate number of misfires, the misfires just don't really happen in a realistic manner. They are always 10+ yards off target and just look bad.
    I was also just bringing up the H2H Comp gameplay stating that in that experience as well the game was very wide open offensively and impossible to have errant throws on.

    Alright, I understand now.
    I still had incompletions and off throws from Rodgers ending with low 60s accuracy. Of course, there was hit stick Smith contributing to the incompletions too. I will say though, that I threw a fade to Graham with someone trailing him and he caught it and threw a nice lead pass to Adams on a square in with a CB drapped over him and he snagged it one handed.
    I never had throws like that in Madden before that.
    Loving this tweet from Clint: haha
    With so many things rumored to be OP, how can anything actually be OP? Pass Rush, Mobile QB’s, Pocket QB’s, running game, man coverage, bug hits. All OP? Sounds like balance?
    Good, don't change anything and let people adapt. After a while anything actually OP will standout. Knee jerk reactions are not good things to base adjustments off of. A 3 day beta period is not good for much more than finding bugs and glitches. It isn't enough time to determine how balanced everything truly is.
    That being said, bring back NCAA with this exact gameplay. It's open just like college football and would be perfect. :)
    I agree. That is why I think the gameplay was a bit wide open. I also think that outside runs were even stronger than they were in 19. I think one thing that is at least a part of both those issues is the player speed parity felt real open. I think it needed to be raised a little. Fast players felt a little too fast and there was no real threat on those outside runs of the DL or LBs being able to really chase you down like in real life. Most of the DL and LB in today's league are going to be able to apply pressure and even keep up with backs on those runs. That is why running backs are supposed to never try and run east and west to get around a defense. You have to go through the defense to be successful in the NFL unless the defense aligns themselves to be opened on the outside. In college you can get away running around the edge, but not really the NFL.
    Armor and Sword
    The real secret sauce in the end is how much did they work on CPU AI. I can tune sliders and get QB Accuracy where I want it, tackling where I want it, and flags at a decent clip without killing gameplay.
    But what we can't do is program the CPU AI.
    This will be the biggest thing I will look at with my 10 hours of EA Access.
    CPU AI is the golden ticket to how the game will ultimately be a buy or not.
    I did like how smooth the players moved and the running game and downfield blocking was great. Passing felt really good too.
    We will see if AI was really touched or not.
    I noticed that AI Quarterbacks never, and I mean never scrambled. Is that fixable? Whether it be through sliders or mods.
    canes21
    I agree. That is why I think the gameplay was a bit wide open. I also think that outside runs were even stronger than they were in 19. I think one thing that is at least a part of both those issues is the player speed parity felt real open. I think it needed to be raised a little. Fast players felt a little too fast and there was no real threat on those outside runs of the DL or LBs being able to really chase you down like in real life. Most of the DL and LB in today's league are going to be able to apply pressure and even keep up with backs on those runs. That is why running backs are supposed to never try and run east and west to get around a defense. You have to go through the defense to be successful in the NFL unless the defense aligns themselves to be opened on the outside. In college you can get away running around the edge, but not really the NFL.
    You played on All-Pro right? I played on All-Madden and had absolutely zero success doing outside runs with McCaffery. Most of my RB's rushing yards came from runs between the OG and OT. Every time I would try to go outside, it felt like the DE shed the block in a millisecond and was ready to hit stick me.
    Yea, I played the beta on All-Pro. I ran All-Madden in 19's beta and my mod was only compatible on All-Madden for the longest time, but I recently made it work on All-Pro and was much happier with it so I decided to stick with All-Pro moving forward so I ran it exclusively in the beta. I'm assuming H2H matches online are still All-Pro as well.
    Kid OS
    I noticed that AI Quarterbacks never, and I mean never scrambled. Is that fixable? Whether it be through sliders or mods.

    They scrambled in my games against the AI in Franchise.
    Even rookies in Preseason climbed the pocket and scrambled on me several times.
    khaliib
    They scrambled in my games against the AI in Franchise.
    Even rookies in Preseason climbed the pocket and scrambled on me several times.

    R. Wilson ate me alive on a few scrambles.
    Did drafted generated non-QBs have more than 2 superstar abilities?
    I think only QBs have more than 2 abilities. Which keeps it the game balanced. But will we generated players who are drafted having more than 2 abilities. Is there a cap to how many abilities a non QB can have. I wouldn’t want the league to be filled with players with several abilities. But it would be nice to a once in a while defensive freak with 3-4 abilities
    Just a quick question.
    1) Has the replay system been touched at all? Now that coaches can challenge pass interference is that being incorporated? It needs a MAJOR overhaul!
    Sent from my SM-G965U using Tapatalk
    J ROCK 05
    Just a quick question.
    1) Has the replay system been touched at all? Now that coaches can challenge pass interference is that being incorporated? It needs a MAJOR overhaul!
    Sent from my SM-G965U using Tapatalk

    The one PI call in my game wasn't challenged by the cpu. I didn't commit any of them so i didn't have a chance to test it from the other side, but it is still same in the sense that it's a reactionary system. You can't just challenge anything on any play. The game has to almost know that it's wrong for you to be able to challenge.
    Armor and Sword
    A huge factor in Madden is are you using all the tools, trajectories, pass types? If you do...you will get inaccuracy. If your not...you are simply passing the football on rails.
    One thing Madden 19 did amazingly was QB inaccuracy. If you lost your footing, were under pressure, moving out of the pocket under duress with a low accuracy guy, did not set your feet....forget it. And of course slider adjustments are key to this aspect or if default works just fine.
    User accuracy isn't much of an issue in my opinion... Its the CPUs lol
    https://www.youtube.com/user/schnaidt1
    khaliib
    They scrambled in my games against the AI in Franchise.
    Even rookies in Preseason climbed the pocket and scrambled on me several times.
    This is interesting. I took a picture of darn near all the stats in my Franchise, and not a single QB had over 100 rushing yards for the season. I had 974 with Cam Newton.
    All-Madden, Sim, Default Sliders
    Kid OS
    This is interesting. I took a picture of darn near all the stats in my Franchise, and not a single QB had over 100 rushing yards for the season. I had 974 with Cam Newton.
    All-Madden, Sim, Default Sliders

    It appears the scramble with the games being played, but not with sim stats. That was passed to the development team.
    We'll see.
    roadman
    It appears the scramble with the games being played, but not with sim stats. That was passed to the development team.
    We'll see.
    I only saw a QB scramble 1 time during my 22 or so games against the CPU. And that was on a Hail Mary play where Dak Prescott should've thrown the ball up to give his team a chance.
    Armor and Sword
    On 19 with the CPU slider at default 50 I saw plenty of inaccuracy. I did not have to move either the CPU or HUM slider on 19 and got great results on All-Pro.
    Madden 20....have no idea till we play the retail version.

    Hey Armor, hope all is well. Are you considering getting Madden 20 day one ? I know you were planning on sticking with 19 as of a few months ago but do any of these gameplay changes have you considering a purchase? Seems like a mixed bag from the beta, some say gameplay this year is vastly different from last year in a good way and others are saying it is the same.
    vertman
    Hey Armor, hope all is well. Are you considering getting Madden 20 day one ? I know you were planning on sticking with 19 as of a few months ago but do any of these gameplay changes have you considering a purchase? Seems like a mixed bag from the beta, some say gameplay this year is vastly different from last year in a good way and others are saying it is the same.

    I really chewed on the Beta and want to play the retail game with EA access for 10 hours to give it a true and fair test drive. So I don’t know as of now.
    Gameplay was clearly smoother, but again it was a beta.
    The real test is when it releases and we can really see how it evolved from the beta.
    I really want to see the scenario engine at 100% and want to see how they tuned the CPU AI for retail release.
    Sent from Palm Trees and Paradise using Operation Sports
    Quarters and Palms: The Epitome of a Train Wreck
    Versus 2×2/2×1 Sets:
    Without out a vertical threat to occupy the safety, you can stil easily hit dig routes by #1. The safety does not look to rob #1, as he should, and drifts rather aimlessly. This occurs in Quarters and Palms, and it renders them quite useless. When coupled with how poorly the safeties play 3×1 sets, it makes all variations of Cover 4 the 2nd worst coverages in the game (the Tampa 2 wins 1st place for the worst, & it's not even close).
    Versus 3×1 Sets:
    Solo - The the backside safety makes a laughable attempt of poaching the vertical of #3. He comes down & under #3, running by him. By the time he attempts to correct the missteps, it's far too much ground to make up.
    Special - The purpose of Special is to give the single receiver side CB inside help, but this does not happen. Sadly, the backside safety, just as he does in Solo, makes a terrible attempt of poaching #3. He. Is. Not. To. Poach. #3. He should be looking to rob #1, and if #1 is not vertical, look to "help" on #3.
    Versus Bunch Sets:
    Box Check - I don't even know what to say about this, not without the use of well placed expletives. That being said, I will use a well placed acronym. WTF?!?!?! And I did it with excessive punctuation. :P
    TAMPA 2
    1. Deep 1/2 Safeties
    A) They never hit their landmarks (the top of the numbers), unless the ball is exactly in the middle of the field. This, especially is 2019, is inexcusable.
    B) They are oblivious to routes &/or route combinations. They easily get beat over the top, and they're much too slow reacting to passes.
    2. Middle-Run-Through
    A) He will drop & settle at 12-15 yards, and allow (not 1, but 2) vertical seam routes to go freely past him.
    B) If he does start to match a vertical seam, if it's a post for example, he will allow the receiver to cross his face (or run over top b/c he settled at 12-15) and not run with him.
    C) This goes hand-in-hand with the deep 1/2 safety play, as well as the flat defenders. All the zones must work in unison, so they must ALL be programmed properly & individually. You cannot have cookie cutter, one size fits all zones. Remove the fantasy, make believe D-hot routes, and design real coverages & coverage checks.
    3. Flat Defenders
    A) A hard flat, by it's definition, means the CB's jam, reroute, and sink with eyes on #2. Since you've named some weird, completely unrealistic zone "hard flat" you've misinformed millions of people. That's the biggest injustice of all, to LIE to your consumers.
    B) Tampa 2 flat defenders are sideline droppers, unless it's 2-trap (also known as a soft or sink technique). Adding a trap flat would require the safeties to top/match #1. This means the safeties would have to be programmed properly.
    C) The current way the CB's play, it makes the infamous "Hole Shot" insanely huge.
    Note: I am aware of smash calls, in which the hook/curl dropper will carry #2 through the curl area, & the CB sits on #1.
    4. Hook/CURL Droppers
    A) In Tampa 2, those aren't vertical hooks, they're hook to curl droppers. The modern way of playing this, they reroute the seams, & do not gain as much depth. This allows the CB's to sink after jam/reroute, without fearing gaining depth, because the hook/curl droppers can expand to "help" with any throw to the flat.
    NOTE: I am only talking about the Tampa 2, not any 2-deep zones w/VH's.
    dsk1317
    Quarters and Palms: The Epitome of a Train Wreck
    Versus 2×2/2×1 Sets:
    Without out a vertical threat to occupy the safety, you can stil easily hit dig routes by #1. The safety does not look to rob #1, as he should, and drifts rather aimlessly. This occurs in Quarters and Palms, and it renders them quite useless. When coupled with how poorly the safeties play 3×1 sets, it makes all variations of Cover 4 the 2nd worst coverages in the game (the Tampa 2 wins 1st place for the worst, & it's not even close).
    Versus 3×1 Sets:
    Solo - The the backside safety makes a laughable attempt of poaching the vertical of #3. He comes down & under #3, running by him. By the time he attempts to correct the missteps, it's far too much ground to make up.
    Special - The purpose of Special is to give the single receiver side CB inside help, but this does not happen. Sadly, the backside safety, just as he does in Solo, makes a terrible attempt of poaching #3. He. Is. Not. To. Poach. #3. He should be looking to rob #1, and if #1 is not vertical, look to "help" on #3.
    Versus Bunch Sets:
    Box Check - I don't even know what to say about this, not without the use of well placed expletives. That being said, I will use a well placed acronym. WTF?!?!?! And I did it with excessive punctuation. :P
    TAMPA 2
    1. Deep 1/2 Safeties
    A) They never hit their landmarks (the top of the numbers), unless the ball is exactly in the middle of the field. This, especially is 2019, is inexcusable.
    B) They are oblivious to routes &/or route combinations. They easily get beat over the top, and they're much too slow reacting to passes.
    2. Middle-Run-Through
    A) He will drop & settle at 12-15 yards, and allow (not 1, but 2) vertical seam routes to go freely past him.
    B) If he does start to match a vertical seam, if it's a post for example, he will allow the receiver to cross his face (or run over top b/c he settled at 12-15) and not run with him.
    C) This goes hand-in-hand with the deep 1/2 safety play, as well as the flat defenders. All the zones must work in unison, so they must ALL be programmed properly & individually. You cannot have cookie cutter, one size fits all zones. Remove the fantasy, make believe D-hot routes, and design real coverages & coverage checks.
    3. Flat Defenders
    A) A hard flat, by it's definition, means the CB's jam, reroute, and sink with eyes on #2. Since you've named some weird, completely unrealistic zone "hard flat" you've misinformed millions of people. That's the biggest injustice of all, to LIE to your consumers.
    B) Tampa 2 flat defenders are sideline droppers, unless it's 2-trap (also known as a soft or sink technique). Adding a trap flat would require the safeties to top/match #1. This means the safeties would have to be programmed properly.
    C) The current way the CB's play, it makes the infamous "Hole Shot" insanely huge.
    Note: I am aware of smash calls, in which the hook/curl dropper will carry #2 through the curl area, & the CB sits on #1.
    4. Hook/CURL Droppers
    A) In Tampa 2, those aren't vertical hooks, they're hook to curl droppers. The modern way of playing this, they reroute the seams, & do not gain as much depth. This allows the CB's to sink after jam/reroute, without fearing gaining depth, because the hook/curl droppers can expand to "help" with any throw to the flat.
    NOTE: I am only talking about the Tampa 2, not any 2-deep zones w/VH's.

    I had the same experience as you with Tampa 2. Did not have probems with it in M19. Hopefully, coverage issues are remedied before launch.
    dsk1317
    Quarters and Palms: The Epitome of a Train Wreck
    Versus 2×2/2×1 Sets:
    Without out a vertical threat to occupy the safety, you can stil easily hit dig routes by #1. The safety does not look to rob #1, as he should, and drifts rather aimlessly. This occurs in Quarters and Palms, and it renders them quite useless. When coupled with how poorly the safeties play 3×1 sets, it makes all variations of Cover 4 the 2nd worst coverages in the game (the Tampa 2 wins 1st place for the worst, & it's not even close).
    Versus 3×1 Sets:
    Solo - The the backside safety makes a laughable attempt of poaching the vertical of #3. He comes down & under #3, running by him. By the time he attempts to correct the missteps, it's far too much ground to make up.
    Special - The purpose of Special is to give the single receiver side CB inside help, but this does not happen. Sadly, the backside safety, just as he does in Solo, makes a terrible attempt of poaching #3. He. Is. Not. To. Poach. #3. He should be looking to rob #1, and if #1 is not vertical, look to "help" on #3.
    Versus Bunch Sets:
    Box Check - I don't even know what to say about this, not without the use of well placed expletives. That being said, I will use a well placed acronym. WTF?!?!?! And I did it with excessive punctuation. :P
    TAMPA 2
    1. Deep 1/2 Safeties
    A) They never hit their landmarks (the top of the numbers), unless the ball is exactly in the middle of the field. This, especially is 2019, is inexcusable.
    B) They are oblivious to routes &/or route combinations. They easily get beat over the top, and they're much too slow reacting to passes.
    2. Middle-Run-Through
    A) He will drop & settle at 12-15 yards, and allow (not 1, but 2) vertical seam routes to go freely past him.
    B) If he does start to match a vertical seam, if it's a post for example, he will allow the receiver to cross his face (or run over top b/c he settled at 12-15) and not run with him.
    C) This goes hand-in-hand with the deep 1/2 safety play, as well as the flat defenders. All the zones must work in unison, so they must ALL be programmed properly & individually. You cannot have cookie cutter, one size fits all zones. Remove the fantasy, make believe D-hot routes, and design real coverages & coverage checks.
    3. Flat Defenders
    A) A hard flat, by it's definition, means the CB's jam, reroute, and sink with eyes on #2. Since you've named some weird, completely unrealistic zone "hard flat" you've misinformed millions of people. That's the biggest injustice of all, to LIE to your consumers.
    B) Tampa 2 flat defenders are sideline droppers, unless it's 2-trap (also known as a soft or sink technique). Adding a trap flat would require the safeties to top/match #1. This means the safeties would have to be programmed properly.
    C) The current way the CB's play, it makes the infamous "Hole Shot" insanely huge.
    Note: I am aware of smash calls, in which the hook/curl dropper will carry #2 through the curl area, & the CB sits on #1.
    4. Hook/CURL Droppers
    A) In Tampa 2, those aren't vertical hooks, they're hook to curl droppers. The modern way of playing this, they reroute the seams, & do not gain as much depth. This allows the CB's to sink after jam/reroute, without fearing gaining depth, because the hook/curl droppers can expand to "help" with any throw to the flat.
    NOTE: I am only talking about the Tampa 2, not any 2-deep zones w/VH's.

    All this is true. I would love to play Cover 4 but because of the prominence of Bunch and the lack of proper Cover 4 adjustments which should be present against Bunch, Cover 4 is basically useless.
    https://bleacherreport.com/articles/2094989-nfl-101-introducing-the-basics-of-cover-4
    4thQtrStre5S
    All this is true. I would love to play Cover 4 but because of the prominence of Bunch and the lack of proper Cover 4 adjustments which should be present against Bunch, Cover 4 is basically useless.
    https://bleacherreport.com/articles/2094989-nfl-101-introducing-the-basics-of-cover-4

    Last year, AW & Co. did a lot of work on the Box Check, just to Maddenize it, to stop exploits. Now, I don't believe it's in the game. Also, Cover 4 Cut isn't in the game, either -- I believe that was removed in M19.
    edgevoice
    I had the same experience as you with Tampa 2. Did not have probems with it in M19. Hopefully, coverage issues are remedied before launch.

    I pray they do, or we'll be forced to play nothing but single high coverages, except for 2-Man.

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