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Madden NFL 16: Day One Impressions Roundtable


Robert Kollars: After spending multiple hours with the title now, I can say for me, at least, I am thoroughly enjoying Madden football again. If I had to point out the two biggest reason for that, it would the following:

Animations - Finally when I am watching the action take place on the field, it feels and looks like actual football, and less like a video game. The movement and reactions mimic what I see on Sunday(at least a lot) and the outcome of a play factors in a users skills, and his ratings.

DB/WR Interaction - Yeah, it's not perfect, but it is consistently better than what Madden fans have been subjected to for a long time. The battles that take place in the secondary draw your attention in, and actually create excitement about the possibilities that could unfold. When was the last time you could say that about DB/WR play in Madden?

Overall I am really pleased with the total package, and while not oblivious to some of the games faults, I can actually say Madden is consistently fun and realistic.

Jayson Young: Until Madden's awkward player movement and lethargic pass rush become more realistic, there's not much EA Tiburon can do to win me back as a consumer.

I can't enjoy a simulation-style football game that doesn't include an effective four-man pass rush, and that popular defensive strategy still doesn't appear to be a viable tactic in Madden NFL 16, unless you're manually controlling a defensive lineman -- thereby taking advantage of the easily mastered timing mini-games. Playing on All-Pro difficulty with the default gameplay sliders, your AI teammates will struggle to get to the quarterback, regardless of whether you're sending four, five, or even six defenders towards the ball. Since your CPU-controlled edge rushers have such a hard time getting upfield after the snap, and your interior linemen rarely push the pocket backwards into the QB's face, sideline scrambles remain overly effective if your defense doesn't have a speedy spy to deploy. "Hopeless" and "helpless" are how I often feel trying to get my defense off the field in Madden NFL 16, because I can't trust any of my 10 teammates to do their job properly, and the person I'm controlling is usually the only defender who's consistently making positive plays. It's no mystery why most online users keep going for it on fourth down, and will constantly attempt onside kicks, given how difficult it is stop a competent offensive team without resorting to glitchy nano blitzes.

To my eyes, Madden's animation quality now ranks last among the major yearly sports titles. Even NBA Live, which is also developed at Tiburon, seems to have surpassed Madden graphically (though I'll need to play the final version of NBA Live 16 to be sure). The general player movement in Madden NFL 16 is too upright and jerky, but it gets especially bad whenever you're controlling the ball carrier, as the footwork there still looks noticeably odd and doesn't feel very smooth or responsive. Madden's basic carrying animations -- not its physics-defying special moves -- could actually benefit from a more agile "precision modifier" mode, to improve user maneuverability on runs between the tackles.

The few gameplay enhancements that EA's executives have greenlit since Madden NFL 10 simply haven't targeted many of my major pain points with the series. Connected Franchise's increased reliance on confidence ratings and experience points also keeps me from ever wanting to touch what should be Madden NFL 16's primary mode of play. So to paraphrase an old John Buccigross article on the most recent NHL lockout:

I don't need Madden. It's a choice in a world with more choices than ever -- way more choices, even, than we had in 2004. There's plenty out there. You just have to look beyond the football genre -- maybe even beyond video games. But you've got choices. There's no need to get angry. Keep loving the sport. Start ignoring the game.


Caley Roark: Just a few bullet points from about an hour of play (UPS was late today!):

  • Gameplay, for me is, as good, if not a bit better than last year.
  • It will take me a few games to get the hang of all of the additional controls, specifically the catch and throw modifications.
  • I'm seeing a lot of framerate issues, especially in transition wipes and cut scenes. Load times are also pretty bad.
  • Draft Champions is a fun mode, and has more appeal for me than MUT. It reminds me of All Pro Football or the fantasy football mode in ESPN 2K5.
  • I haven't seen many penalties yet, which is disappointing since it was a press point this year.
  • I like the new presentation effects, including the use of FMV when introducing QBs. I was especially surprised that they used footage for the legendary players (I'm using Randall Cunningham in Draft Champions).


I obviously can't say for sure how my final opinion would be, but I did enjoy my brief time with Madden 16so far. Of course, I liked the game last year -- not as much as some of the classic titles from two generations ago -- but it feels much better than anything we got on the PS3/360.

Brandon Kosal: This is my first Madden purchase since Madden 13 for the PS3 and I am thoroughly enjoying it so far. I am not a football purist by any means. But I am a fan of the game, and Madden, like it does for so many others, has a soft spot in my heart. Some feel as though the franchise is never good enough and that there are always gameplay quirks that prevent the game from living up to its potential.

But for me, a casual fan, I am extremely impressed. The presentation is really well done, but a lot of that has to do with this being the first next-gen Madden game I've owned. The gameplay is obviously the most important thing and, so far, I have no complaints.

I've only had time for two quick games so far. Both were close encounters. I led my Lions to a home loss against the Dolphins, which means Suh got his revenge. I threw three picks in the first half, but finished strong and almost pulled off the comeback. After the first game, I spent some time with the training drills and learned the passing mechanics - how to throw a normal pass, bullet, lob, etc. It helped me in my next game as I led the Colts to a victory over the Bills. I was much more accurate in this game, and my run game was much stronger as well.

I'll touch on the defensive mechanics later this week, but overall, I'm digging the game so far. It's perfect for the casual fan, and after some slider tweaks, I'm sure the realism seekers will be able to find some common ground as well. I was a little nervous pre-ordering this game as I grew tired of Madden years ago, but my interest has been reignited. I'm already counting down the hours at work so I can rush home and play some more.


Madden NFL 16 Videos
Member Comments
# 21 phenom2311 @ 08/27/15 11:44 AM
Jayson Young nailed it. Agree completely with his assessment.
 
# 22 OrganizedChaos @ 08/27/15 12:22 PM
I think the toned down pass rush is a more realistic thing, how many teams average 4 sacks a game? That would equate to 64 sacks a season. I was also "struggling" with my rush until I mixed up my rushes and added some 5 man rushes. Watching replays it was nice to see the center go attack lineman and blow them up instead of just standing there. Oline play is much smoother.
 
# 23 OrganizedChaos @ 08/27/15 12:25 PM
If you rush 4 and drop into your brilliant cover 3 or man 2 under every play and blame the AI for your lack of rush or the game for that matter I wonder if we will continue to get closer to sim when everything they push that direction ppl meet it with backlash. It's common in an nfl game to get 1 sack overall.
 
# 24 DocHolliday @ 08/27/15 12:27 PM
I think more of the issue is its either a sack or nothing. The line does not replicate lineman getting pressure and collapsing a pocket around a QB because the DE's hardly ever push up field and around like they do in the NFL on passing downs.

It's either they smoke the lineman or just stand there, and that's not a good representation of the NFL.
 
# 25 jyoung @ 08/27/15 03:03 PM
Quote:
Originally Posted by DocHolliday
I think more of the issue is its either a sack or nothing. The line does not replicate lineman getting pressure and collapsing a pocket around a QB because the DE's hardly ever push up field and around like they do in the NFL on passing downs.

It's either they smoke the lineman or just stand there, and that's not a good representation of the NFL.
Yes, the problem isn't so much a lack of sacks as it is a lack of consistent pressure whenever the defense has a numbers advantage or a skill advantage on the front line. You'll occasionally get a sack whenever the OL gets unrealistically thrown to the ground like a dirty towel, but most of the time, the OL will just stand upright and play patty cake with the DL like they always have in Madden, regardless of the involved players' ratings.

The DEs not getting upfield and the DTs not getting any push also makes it impossible to have a realistic pocket, which is why sideline scrambles are still so easy to do, unless you happen to have a spy on your defense who's as fast or faster than the QB.

Quote:
If you rush 4 and drop into your brilliant cover 3 or man 2 under every play and blame the AI for your lack of rush or the game for that matter I wonder if we will continue to get closer to sim when everything they push that direction ppl meet it with backlash. It's common in an nfl game to get 1 sack overall.
4 rushers should beat 5 blockers most of the time unless the OL are higher rated all across the line.

That's why most NFL teams regularly leave in backs and tight ends to block, or at least chip a rusher before releasing upfield. When empty sets are called in real life, they're mostly used for quick throws to short routes, not for deep throws to long routes like they are in Madden.

In Madden you can get away with having an empty backfield all game long and not have to worry about your blocking breaking down against 4 rushers. And on the rare occasions when it does break down, the QB can easily escape to the sideline, because the pocket doesn't form correctly.
 
# 26 Hooe @ 08/27/15 04:22 PM
Quote:
Originally Posted by jyoung
4 rushers should beat 5 blockers most of the time unless the OL are higher rated all across the line.
You are going to have to better define "win" and "most of the time", because I'm not sure that statistics agree with what you are saying, as I interpret your words anyway.

Per NFL.com's tracking of quarterback hits, one of the best pass-protecting teams I can find from 2014 is the Denver Broncos; Peyton Manning attempted 597 passes, was sacked 17 times, and was hit on 42 of those attempts. I don't know if NFL counts a sack as a QB hit, but even if we assume they don't (and so we add sacks and QB hits to get the total number of times Manning was touched by a defender), that's a 9% hit rate that defenses playing the Broncos have against Manning. Football Outsiders doesn't offer an exact number of total "pressures" I can easily find, but I can easily find a "QB playing under pressure" percentage, and they have Peyton Manning as playing under pressure a little over 13% of the time in 2014. Strictly statistically speaking, the vast majority of the time Peyton Manning is playing with a clean enough pocket to make a clean throw and be considered not under pressure.

Let's look at another quarterback who I know plays in a more vertical passing offense than Manning (as I know Manning likes to get rid of the ball quickly): Tony Romo. Romo attempted 435 passes last year, was sacked 30 times, and was hit 53 times (19% touch rate). Romo's under-pressure rate per Football Outsiders is 21%. We know the Cowboys' offensive line is pretty good, and these statistics are reasonable evidence to that opinion.

I'll also go out of my way to find the worst pass blocking offensive line in football from 2014; let's go with Seattle. Russell Wilson is an extreme outlier on the under-pressure statistic at 39% (he's one of five QBs over 30% and the only one above 34%). On 452 drop backs in 2014 he was sacked 42 times and hit 91 times (hit rate a shade over 29%). This is the worst quarterback I can find, and even then, almost two thirds of the time he has a clean enough pocket to not be considered "under pressure", and this even as Wilson's scrambling style of play is inviting more hits than a traditional drop back passer.

It is worth noting, to be fair, that all of these numbers are agnostic of the number of rushers or blockers. Unfortunately, I can't easily find that data; I would assume PFF has it, but I don't have a subscription there any more. PFF does have a public-facing post from the 2013-14 season looking at the effectiveness of teams' four-man rushes in the general case and found that the highest rate for that season belong to Buffalo, with a Pass Rush Productivity grade of 30.2. I don't know how they generate this score, but they provide the sacks and hits numbers, and the QB touch percentage stat I worked with earlier is at 16% for the 386 four-man rushes Buffalo did. Even Seattle's vaunted 2014 defense, which is regarded as a Top-10 single-season defense of all time, only affected the quarterback 37% of the time (sacks + hits + pressures / drop backs), which while that's a much higher number than any other in this long-winding post I've written still means that they are not getting to the QB on nearly two-thirds of their four-man rushes.

The overarching point I'm striving to make however is that, statistically speaking, pass blocking in the NFL is actually pretty decent and pass pressure isn't prevalent to an extreme amount. This data shows that defenses shouldn't be winning but so often, regardless the number of rushers, assuming that a quarterback is properly managing his pass protections, protecting from overload blitzes by sliding his protection, keeping an additional blocker in if the defense is sending more rushers than there are OL, etc. The data doesn't support that defenses should win "most of the time".

If you can find data for number of four-man rushes vs five blockers, I invite you to post that, as I'd be very interested to see it. I'm plenty willing to be wrong on this, despite the novel I've written here.
 
# 27 jyoung @ 08/27/15 04:42 PM
I would define a "win" for the pass rush as anything that's at least a hurry.

A pass rush can still be effective without reaching the quarterback, so long as it's preventing the QB from having enough time to get the ball downfield, and is getting close enough to the QB's space that he cannot scramble away.

4 vs. 5 shouldn't regularly be giving the QB enough time and space to complete deep routes or to take off running, unless the OL have a huge ratings advantage over all of the rushers.
 

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