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Madden NFL 16: More Hands-On Impressions

It all happened on one glorious looking play. The pocket collapsed from Bridgewater's left side, and with nobody open, he rolled to his right. He has Rudolph open with a little room to spare on the sideline, but the entire defense is swinging back around. Bridgewater fires it, and what normally would have been an easy throw and catch became a fight for the ball. Rudolph moved inward, laying flat-out for the football, but an opposing defender swooped in and knocked it to the ground before the ball could even reach Rudolph's finger-tips.

This play isn't something that's unusual in the realm of NFL football, but it's definitely not something you see every day in Madden. The gameplay has the potential - though it doesn't always reach this potential - to be smooth and realistic looking. Animations aren't nearly as choppy and have a better natural flow to them. CPU controlled players have minds of their own and don't feel so robotic. Is the AI perfect? Of course not. The very next play the opposing defense ran some kind of mass blitz on a third and long. Why? Who knows. The biggest difference this year is that Madden at least has the capacity to look and play well. Unfortunately, it's still not as often as any of us would like it to be.

Starting with the run game, it's easy to be impressed merely by watching the new tackling system. It isn't the gang-tackling of old (seeing seven to eight players pile up is a rarity), but rather a dynamic system in which can actually prevent extra yardage from the ball carrier's side. On the CPU side, the runners hit holes with real tact. Though, it's hard to say what kind of role ratings will play here with a small sample size of running backs, but it seemed to be the case that Todd Gurley ran more vertically and that Lamar Miller danced a little more from side to side. It's a small sample, yes, but it's what we have for now.

On the human side of things, running is definitely more difficult. Just about every cheese play in the book (including the horrible shotgun from last year) has been balanced. For the time being, there doesn't appear to be a play that can get you 5-7 yards every time. A theme to this year's game seemed to be that Tiburon has no intention of players having to use house rules to restrict their games. The CPU, even on moderate difficulty levels, provides more of a challenge than before.

So there's the good news. The bad news is that, for the most part, QB play is still not close to where it needs to be. QB's regularly rifle throws right where they need to be, which the only exception being passes upwards of 30 yards. The only time incompletions happen are on knock-downs and interceptions. Though, the new catch animations provide some really cool looking drops, which is always nice. The drops seem to handle ball physics better (the football seems to sort of tumble out of player's hands instead of just shooting right in another direction), so it's a bit mystifying that these physics remained hidden elsewhere. The left-stick, which is used to guide the ball in specific directions, is actually pretty sensitive. If sliders can provide the same effect, it's possible - but not likely - that there could be some throws that actually hit the ground before hitting anything else.

Special teams are still a bore, but that's more acceptable in Madden than it was with NCAA. Kicks still don't come close to being blocked, kick returns often turn into which CPU AI you can fool the most, and kicking in general is too easy. The developers at Tiburon wouldn't come out and say it, but in-game variance doesn't seem to be something they really want to commit to with competitive play still being a large chunk of their focus. Ultimately, simulation gamers are going to be out of luck until they provide specific in-game options/sliders that pertain to variant action (i.e. bad snaps).

There were a few other things I noticed -- and liked -- about Madden 16:

  • The pocket collapses from the edge more than it used to.
  • The CPU will throw the ball away instead of taking a sack.
  • The CPU made a few last minute drives against me. Though they didn't always succeed, the play-calling was much better than it used to be.
  • Players on the sidelines and fans in the stadium look a lot better, and there's a bunch of new fan models in the game.
  • It was hard to hear the game for the most part, but in-game sounds seem to have been improved.
  • Paying close attention to the offensive line and player ratings, there's a noticeable difference in who you're running or passing behind.
  • This has been mentioned in the quick-look piece, but the game has finally reached a visual level of matching other sports titles.
  • Penalties actually happen, including one or two defensive holding/interferences per game.


In general, it's easy to come away impressed with Madden 16. You can see the potential shining through in about every other play, it's just frustrating to see something silly on the next play that brings you back down to earth. There have been a lot of improvements and Tiburon deserves credit for taking responsibility for the legacy issues and knocking almost all of them out. Still, it won't be until Madden can provide a consistently realistic experience that it will be able to sit among the most elite of sport's video games.


Madden NFL 16 Videos
Member Comments
# 21 jpdavis82 @ 07/01/15 11:43 AM
Ben,
What did you notice about the sideline players that was much improved? I was thinking they looked pretty much the same from what I remember, but it's very possible they updated them just before E3.
 
# 22 roadman @ 07/01/15 11:48 AM
Quote:
Originally Posted by BenGerman
Makes sense, and maybe it will over a more prolonged sample size. I still saw pretty high numbers, but who knows. It could be that that change along brings a lower % in the long run.
Ben, were you able to use different level QB's?

For example, I remember one E3 vid where Kaep wasn't on target, like in real life.

Were you able to use someone like Kaep or Bortles throwing inaccurate throws?

Thank you.
 
# 23 jpdavis82 @ 07/01/15 11:53 AM
Quote:
Originally Posted by capa
Wow...how could they miss tuning this. Potential game play killer.

C
Hmmm if you watch the pats falcons draft champions video the CPU TE stays in bounds two plays in a row.
 
# 24 SolidSquid @ 07/01/15 11:59 AM
Quote:
Originally Posted by jpdavis82
Hmmm if you watch the pats falcons draft champions video the CPU TE stays in bounds two plays in a row.
JP you always say play the game before you judge it. Now people that have played it are telling us it's still an issue and you're discounting them based on videos.
 
# 25 jpdavis82 @ 07/01/15 12:02 PM
Quote:
Originally Posted by SolidSquid
JP you always say play the game before you judge it. Now people that have played it are telling us it's still an issue and you're discounting them based on videos.
I'm not questioning them I'm just saying the video I referenced shows the CPU TE staying in bounds. From when I played the game I don't remember it being an issue either.
 
# 26 BenGerman @ 07/01/15 12:18 PM
Quote:
" It isn't the gang-tackling of old (seeing seven to eight players pile up is a rarity), but rather a dynamic system in which can actually prevent extra yardage from the ball carrier's side"

Does this mean an end to the falling forward animation? I understand it happens (especially for the Alfred Morris and Lynch types), but the player doesn't even budge when they enter this animation.
I honestly wasn't paying close enough to this specific thing, but I can at least say I didn't notice the animation too frequently while playing.

Quote:
What did you notice about the sideline players that was much improved? I was thinking they looked pretty much the same from what I remember, but it's very possible they updated them just before E3.
Specifically, I have it in my notes as "sidelines don't look as stiff while playing the game". I mostly remember looking to the sideline while running a kick back and things didn't look so blocky on either side, but I'd have to play M15 side by side to compare it properly. I should say they didn't mention anything about the sidelines getting changed (though, I didn't ask, either).

Quote:
Ben, were you able to use different level QB's?
So I actually did my best to keep track of this. While I can't speak to the individual "feel", I did keep some small statistical notes:

Bridgewater: 12/16, 186 yards (User)
Mariota: 6/13, 51 yards (User/me)

Bridgewater: 7/11, 155 yards (User/me)
Eli Manning: 12/14 177 yards (CPU)

Sanchez: 14/21, 98 yards (me)
Tannehill: 11/15, 202 yards (CPU)

Bortles: 10/21, 101 yards (me)
Andy Dalton: 19/26, 240 yards (user)

I wish it had struck me to keep stats the first day I played but it just slipped my mind. I honestly couldn't tell a huge difference between QBs after Mariota, who felt slippery but couldn't hit mid-range passes.

Quote:
Hmmm if you watch the pats falcons draft champions video the CPU TE stays in bounds two plays in a row.
It could be a total non-issue. Remember, I played maybe ten games, all pretty short. But in my time playing the game, the CPU (when running diagonally, not right alongside the OOB line) would just keep running out of bounds instead of changing course. It was definitely apparent, in my time with the game.

Hope this helps answer some questions!
 
# 27 JKSportsGamer1984 @ 07/01/15 12:21 PM
Quote:
Originally Posted by jpdavis82
Are these impressions from E3 or a more recent play test? When you say the players on the sidelines look a lot better, what do you mean by that?
I would like to know this as well. I'm a HUGE proponent of upgrading the sideline players as they still look generic (all wearing high socks, no accessories, no names on back of jerseys, etc...) From the vids I've seen the sideline players looked the same as last year which is unfortunate. Upgrading the sidelines would make this game look so much better.
 
# 28 BenGerman @ 07/01/15 12:25 PM
Quote:
Originally Posted by JKSportsGamer1984
I would like to know this as well. I'm a HUGE proponent of upgrading the sideline players as they still look generic (all wearing high socks, no accessories, no names on back of jerseys, etc...) From the vids I've seen the sideline players looked the same as last year which is unfortunate. Upgrading the sidelines would make this game look so much better.
I can confirm the high socks stuff is still a thing, which is too bad. The sidelines felt more slightly more lifelike in-game to me, but I wouldn't expect any huge upgrades, in this regard.
 
# 29 roadman @ 07/01/15 12:26 PM
Thanks Ben, that clears it up for me.

I like to see Sanchez going l4/21, Bortles less than 50%, etc.... At least, based on those stats, appears to be differentials noticeable at the QB level.
 
# 30 Chairman7w @ 07/01/15 12:27 PM
I seem to remember hearing that from the PS1 days. They always say that.

Quote:
Originally Posted by Cardot
I am really encouraged to hear there is a focus on eliminating money plays.
 
# 31 BenGerman @ 07/01/15 12:39 PM
Quote:
Originally Posted by roadman
Thanks Ben, that clears it up for me.

I like to see Sanchez going l4/21, Bortles less than 50%, etc.... At least, based on those stats, appears to be differentials noticeable at the QB level.
Not to rain on any parades but keep in mind that I controlled both of those QBs...

And I'm terrible.
 
# 32 JKSportsGamer1984 @ 07/01/15 12:39 PM
Quote:
Originally Posted by BenGerman
I can confirm the high socks stuff is still a thing, which is too bad. The sidelines felt more slightly more lifelike in-game to me, but I wouldn't expect any huge upgrades, in this regard.
Thanks for the response. Very good write up by the way!
 
# 33 BenGerman @ 07/01/15 12:42 PM
Quote:
Originally Posted by JKSportsGamer1984
Thanks for the response. Very good write up by the way!
Thanks, and no problem!

In regards to money plays, they've definitely eliminated a ton of them from last year. Of course, the more time we spend with the game, the more we'll actually test the theory. I think they deserve at least a little credit for admitting that it has been a huge problem and doing what they can to fix it.
 
# 34 Cowboy008 @ 07/01/15 12:49 PM
Looks like they are improving Madden this year. Still going to skip it since it looks like they haven't added enough for me. Glad they are improving Madden though.
 
# 35 Bull_Dozer @ 07/01/15 12:56 PM
Some encouraging things to hear.
 
# 36 jpdavis82 @ 07/01/15 01:23 PM
Quote:
Originally Posted by capa
Well, hope they corrected this for all cpu runners (RB, TE, WR, etc)...JP saw otherwise but this was a serious issue in 15...if they did not correct it in 16 ALL THE TIME it will be pretty bad.

C
Shop talked about it briefly last night too and said that players were staying in bounds now. Plus he tweeted this recently.

@brooklyncore: @Shopmaster did I just hear sideline passes to my full back , he heads up the field instead of sliding outta bounds IAM SOLD! !

@Shopmaster: @brooklyncore yes, they will! It's awesome!
 
# 37 BenGerman @ 07/01/15 01:38 PM
It's so funny that that's the case. I can almost 100% guarantee you guys that if we were to get the game tomorrow, you would still see CPU players running out of bounds when they could turn upfield, instead. Maybe not always, but you would definitely see it.

Will be interesting to keep an eye on for the game's release.
 
# 38 jpdavis82 @ 07/01/15 01:48 PM
Quote:
Originally Posted by BenGerman
It's so funny that that's the case. I can almost 100% guarantee you guys that if we were to get the game tomorrow, you would still see CPU players running out of bounds when they could turn upfield, instead. Maybe not always, but you would definitely see it.

Will be interesting to keep an eye on for the game's release.
I'm not certain it's one way or the other, I think you're right we will probably still see it, just hopefully rarely.
 
# 39 RogueHominid @ 07/01/15 02:17 PM
Not good about CPU QB AI.

If incompletions only occur due to inaccuracy on extremely long passes, that means another year of default CPU QB completion percentages of 75% and up. Last year, 80% was an achievable number for even average QBs on a regular basis. Coupled with the sack issue, it QB AI killed the sense of realism and immersion.

Even if the sack issue is reduced such that one could user-play every game and come up with less than 75 sacks (I'd love to see bad teams struggle to get to 30 for the season!), super high completion percentages will significantly lessen the immersion factor.

This alone has me thinking I'll forego a day-one purchase to see just how fixable this issue is or is not with sliders.
 
# 40 BenGerman @ 07/01/15 02:20 PM
Quote:
Originally Posted by GiantBlue76
Very well done and objective write up, Ben.

I have a question about the "edge" pressure. Did you notice the DEs actually collapsing the pocket or did you notice them simply beating the tackle and having a free rush to the QB? Big difference. Madden suffers from binary line play where the O lineman get beat and that's it. Then the DE just looks silly as he is sprinting unabated to the QB. I want to see the tackles getting pushed into the QB or getting beat with an outside edge rush and them struggling to hold or grab the DE. I didn't see any of that in the videos so I was hopeful that maybe it was something that would show up down the line.
Yep, that's a concern of mine as well.

So before I say anything, let me give the disclaimer that in ten or so games, I'm not sure I saw enough of the game to comment on this particular issue. I really don't want any thoughts I have to be reactionary - which is why I avoided really going into detail with this.

But, from what I could tell, DE's actually moved the line a bit without totally beating the tackles. This wasn't always the case, but the Bridgewater play I described above was definitely the CPU pressuring me with a collapsed pocket and forcing me outside. I went to my right, where the RT was holding up his end of the deal. The LE detached himself from the lineman and joined the pursuit.

Even when it happens, it isn't perfect. It seems like there were three real scenarios (DE slips past the line, DE pushes the line, DE gets blocked at the line). There needs to be like 50+ different scenarios, but it was an improvement. My first thought was whether or not - because of less pressure up the middle - we would be able to tune sliders in a way that the edge rush is amplified. To be fair, it was definitely noticeable that I had less time to throw the ball than in past years, especially on default.
 


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