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Madden NFL 22 Dynamic Gameday and Core Gameplay Gridiron Notes

madden nfl 22 gameplay

Madden NFL 22

Madden NFL 22 Dynamic Gameday and Core Gameplay Gridiron Notes

Plenty of additional Madden NFL 22 Dynamic Gameday and core gameplay details have been revealed today in the latest Gridiron Notes. If the details in the Dynamic Gameday video wasn’t enough for you, the team provides even more details on gameday momentum, atmosphere and Next Gen-Star Driven AI.

The team dives even deeper into the core gameplay improvements as well, focusing on player movement, tackling, catching, blocking, playbooks, pass coverage and much more.

Here’s just a few more core improvements snipped from the notes:

  • Increased ranges for Pass Lead and Pass Trajectory
  • Decreased the effectiveness of the Overtop coverage adjustment when guarding routes with cuts
  • Increased Get Off speed of Blitzing Defenders so they are faster to their gaps
  • New Impact Blocks that respect player Momentum, with an emphasis on bigger offensive linemen dominating smaller defensive backs inside the tackle box
  • Added multiplayer Scramble Sack interactions
  • Reduced match distance on blocks from the rear and back shoulder
  • Retuned High Throw Mechanic to make it more effective
  • Major tuning to Multiplayer Catching to reduce the frequency, but also reduce warping when they are used
  • Improved Pursuit logic to decrease the frequency of Over and Under Pursuit tackles
  • Improved defender reaction time when in position to play the ball vs. pass
  • After the whistle, teammates will now help the ball carrier up off the ground when in position to do so

Dynamic Gameday is only available on Xbox Series X|S and PlayStation 5. The feature will not be available for PC, Xbox One and PlayStation 4.

madden 22 pc console

For those of you not following along, here’s the rest of the scheduled Madden NFL 22 events leading up to release.

  • Week of 7/5: Face of the Franchise: United We Rise
  • Week of 7/12: Superstar KO + The Yard
    • Gridiron Notes Reveal Only
  • Week of 7/19: EA PLAY Spotlight: Scouting Reveal
    • Making Madden Podcast Recap
  • Week of 7/26: Ratings Week
  • More to Come in August … Madden Ultimate Team

The Standard Edition of Madden NFL 22 releases on August 20. Fans that pre-order the Dynasty or MVP Edition will get it on August 17. Madden NFL 22 early access arrives for EA Play subscribers on August 12.

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  1. A lot of great stuff, some highlights for me:
    The final piece of Dynamic Gameday is Next Gen Stats: Star-Driven AI. Over the last two years, the vast majority of all games played in Madden NFL have been against AI opponents. But frankly, we had not been investing in those experiences as much as head-to-head games.

    Everyone here knew this but them admitting this in an official blog is a pleasant surprise.
    we’ve added new blocking content for blocks moving more laterally and backwards, and are now able to start blocking interactions from a wider variety of angles, which reduces the number of ‘head-up’ interactions on each play.

    Less head up interactions will do a lot for trench play.
    Lastly, AI-controlled pass rushers will now have access to ‘non-engaged’ speed rush moves on the edge to bring them to parity with user-controlled rushers from Madden NFL 21. These moves definitely bring more pressure to the pocket, and they use a match-up formula of Pass Block Finesse (PBF) vs. Finesse Move (FMV) to both determine the defender’s likelihood of attempting a speed rush as well as his chance to be successful.

    Another big boon for making trench play more dynamic.

    Increased ranges for Pass Lead and Pass Trajectory

    I think that the range for Pass leading needs to be increased even more. Let me throw the ball 10 yards away from every player if I want to.
    Redzone Awareness: We’ve improved the logic for defenders inside the Red Zone and End Zone, especially the deeper coverage players defending routes in the back of the end zone. Previously, defenders were stopping about five yards short in the end zone, trying to rally deep, but now you’ll see them leverage the back boundary earlier in the play.

    This has been one of my big pet peeves, if this is much better then that is huge.
    That’s not all. We’re also introducing a modernized blast from EA’s football past known as Home Field Advantage.

    Would you imagine that? EA acknowledged it was bringing a feature back, not touting it as new. Some of you can calm down now with the "this was in x, y, and z before and they just tout it as new" stuff. :)
    EDIT:
    In all seriousness, just finished the article and I encourage anyone to read all of it. Very well written and I feel like EA is truly trying to gain our trust back (not earned yet!), just the way it reads and the way they acknowledge negative things.
    If the blocking tunings and new animations and momentum system result in a significantly decrease in Boom or Bust play at the line then that may be the biggest change in the game to me.
    My top 3 issues with the gameplay on the field are AI, the Boom or Bust system for the trenches, and the reliance on 2-man animations between WRs and DBs. They've worked on all 3.
    But back to the OL. The main reason that I've always felt the running game has been too strong even since the NCAA days is because the DL never could steer blocks much even when the mechanic was added, the OL always got way too much push at the start of each play, and the DL never got penetration via engagement. The DL only got penetration if they went unblocked or got an instant shed animation.
    The run game has desperately needed a system that results in a significant increase in the number of stale mates or slight wins that occur. The average win for a OL on a run play should not be 3 yards of push, it should be them not getting shoved back and holding the block long enough for a small hole to open.
    Too often the run game in Madden and NCAA was always something like this:
    5 yard gain
    7 yard gain
    3 yard loss
    8 yard gain
    6 yard gain
    2 yard loss
    That's not how football is in real life, especially the NFL. It is too Boom or Bust. It needs to be more like this:
    2 yard gain
    3 yard gain
    No gain
    1 yard loss
    2 yard gain
    5 yard gain
    1 yard gain
    1 yard loss
    The system we've been stuck with has made it so you never have had to pass because you can practically always get 3 yards untouched as long as there is no insta shed. That's not how it is in the NFL. In the NFL you see backs typically get up to 2-3 yards before contact and not 3-5 like in Madden. That's why runs in real life tend to stay in the 1-3 yard gain area, not the 5-7.
    I've written about this too many times over the years, so I hope the additions they talked about that seem to address this actually do the job. I've been clamoring for a system with more "stalemates" and more horizontal interactions and lwas vertical ones. Maybe it's coincidence, maybe a dev or two saw my posts and it influenced some changes. I don't care as long as they finally fixed it.
    Sent from my SM-N950U using Tapatalk
    Was a pretty good read and I like the additions they have made. One big thing for me is the game day conditions. Weather can finally be a factor (if they do it right). They can make it so when it’s raining both teams have a higher fumble chance and run slower routes.
    I would have thought PC would have feature parity with next gen versions. Glad I got a ps5 I guess. Modding will have to wait again.
    Everything sure sounds good though. I'm feeling a lot less skeptical than years past.
    All of this sounds awesome. I am officially excited about M22 and I think it will be best Madden to date. It's amazing how big a difference in tone makes. It really does sound like the team gets it and wants to deliver a great product to fans this year. I am here for it. As a franchise head all I want to see/hear is that you care about the mode and I see that now. I understand that some years will be lean and other modes prioritized. It's a business. But EA has hit it out the park this year for me.
    Sent from my SM-G950U using Operation Sports mobile app
    ?
    That's not how football is in real life, especially the NFL. It is too Boom or Bust. It needs to be more like this:
    2 yard gain
    3 yard gain
    No gain
    1 yard loss
    2 yard gain
    5 yard gain
    1 yard gain
    1 yard loss
    Uuuuh ? Really ?
    Teams average 4,4 yards per rush attempts... not 1,5 yard
    DaJuan
    That's not how football is in real life, especially the NFL. It is too Boom or Bust. It needs to be more like this:
    2 yard gain
    3 yard gain
    No gain
    1 yard loss
    2 yard gain
    5 yard gain
    1 yard gain
    1 yard loss
    Uuuuh ? Really ?
    Teams average 4,4 yards per rush attempts... not 1,5 yard
    You missed the entire point of my post.
    Sent from my SM-N950U using Tapatalk
    EA seems to be finally going in the right direction, I’m hoping QB pocket presence and scrambling is fixed ..or better. Would like to see Brady act like Brady in pocket and Kyler Murray act like Kyler Murray..I would hope we don’t need sliders and trait edits to tweek them…hoping it’s fixed right out of the box.
    I preordered and feel this may be the game EA puts it all together ( kind of)..lol
    jjazwick
    So from the screen grab, in the pre-play snap you can toggle the stadium momentum on or off with RT? Don’t need it on all the time?:(
    No, that's only to display the momentum factors so you can see what effect is happening. It's just like pressing the trigger to view the X factor abilities or to just see the play art.
    Sent from my SM-N950U using Tapatalk
    canes21
    No, that's only to display the momentum factors so you can see what effect is happening. It's just like pressing the trigger to view the X factor abilities or to just see the play art.
    Sent from my SM-N950U using Tapatalk

    Can you have a clean screen? I understand toggle this or that but overall are you able to have a clean screen with no superstar x’s and such?
    simcity24
    Am I understanding correctly that if I have a PS4 only that I shouldnt waste money on Madden 22?? Because thats what its looking like...
    If you don't care about any franchise improvements.
    Sent from my SM-N950U using Tapatalk
    canes21
    If you don't care about any franchise improvements.
    Sent from my SM-N950U using Tapatalk
    What about gameplay improvements? Are there any for us PS4 guys?
    DaJuan
    That's not how football is in real life, especially the NFL. It is too Boom or Bust. It needs to be more like this:
    2 yard gain
    3 yard gain
    No gain
    1 yard loss
    2 yard gain
    5 yard gain
    1 yard gain
    1 yard loss
    Uuuuh ? Really ?
    Teams average 4,4 yards per rush attempts... not 1,5 yard

    The mean run is around 4.1-4.2 but the median run is 2 yards.
    Executor
    What about gameplay improvements? Are there any for us PS4 guys?

    I you enjoyed Madden 21 I am sure you will enjoy Madden 22 on the PS4 but I would not expect really anything much different.
    Even 21 on NG was clearly a better game on the field.
    Hopefully you can snag a next gen console and enjoy what Madden is doing now.
    Because IMO it has never been better. And the franchise improvements coupled along with the Stat Driven AI is really a big deal in terms of gameplay. Player movement, pass trajectories, tackling, blocking.....basically all of it is greatly improved on the PS5/XBOX X versions.
    Asking of those who have played 22 demo….
    Has Ea figured out the “width” of a football field.?
    Another words the constant passing to a receiver who runs his rout out of bounds or catches the ball right on the boundaries line ..?
    tuckermaine
    Asking of those who have played 22 demo….
    Has Ea figured out the “width” of a football field.?
    Another words the constant passing to a receiver who runs his rout out of bounds or catches the ball right on the boundaries line ..?

    Sideline awareness looked improved on the beta.
    Sent from my iPhone using Operation Sports
    Armor and Sword
    Sideline awareness looked improved on the beta.
    Sent from my iPhone using Operation Sports

    I don’t think he meant it like that but the actual width of the field seems small compared those types of passes being made in the game I think.
    My issues with sideline passes is that any and everyone is capable of making those catches when that shouldn’t be the case and they shouldn’t be 100% all the time especially at the rate of speed they’re running to get to that ball! That feature was too heavily relied on in madden and became annoying real quick even when it’s defensible
    jfsolo
    A lot of great stuff, some highlights for me:
    The final piece of Dynamic Gameday is Next Gen Stats: Star-Driven AI. Over the last two years, the vast majority of all games played in Madden NFL have been against AI opponents. But frankly, we had not been investing in those experiences as much as head-to-head games.

    Everyone here knew this but them admitting this in an official blog is a pleasant surprise.

    Smoke6
    I don’t think he meant it like that but the actual width of the field seems small compared those types of passes being made in the game I think.
    My issues with sideline passes is that any and everyone is capable of making those catches when that shouldn’t be the case and they shouldn’t be 100% all the time especially at the rate of speed they’re running to get to that ball! That feature was too heavily relied on in madden and became annoying real quick even when it’s defensible

    All pro football required the player to have a sideline catching as a ability known as magic feet ability to sideline catch
    https://www.pastapadre.com/2007/07/05/all-pro-football-2k8-the-special-abilities
    ForUntoOblivionSoar∞
    Well tbh All Pro Football is wrong on that, because each and every WR — and most or at least half of NFL TEs — can make sideline catches.

    Yep, also Madden has the "keeps feet in bounds" trait to differentiate the receivers who are really good at it, but I would imagine that it is considered insufficient by some folks.

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