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Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

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Old 05-14-2013, 04:45 PM   #33
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

Here's Lynch wearing the same kind of gloves as Bishop, shows inside the glove.

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Old 05-14-2013, 04:45 PM   #34
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

Quote:
Originally Posted by jpdavis82
What about these that Joique Bell is wearing, are they new? They're all black looking.
Those were the ones I was referring to. They have a glove that's basically just all black, white, or team color with the equipment shield on the back of the hand. I wasn't sure if these were actually in the game or not but I just saw a shot with them in. Could also be these.

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Old 05-14-2013, 04:51 PM   #35
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

Here's another shot of Lynch and they look like the first gloves.

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Old 05-14-2013, 05:51 PM   #36
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

I heard a rumor from a friend the wr db interactions look more realistic. Can u guys shed light on this?
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Old 05-14-2013, 05:52 PM   #37
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

Really love the sound of the run blocking. It was so disgusting seeing linemen turn around, cut and just be totally out of position. I hope all of this expanded and improved on next gen.
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Old 05-14-2013, 06:13 PM   #38
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Re: Madden NFL 25 Gameplay Impressions - Run Free and Run Blocking (UTC)

No mention of improved pass blocking. Is the RT still a revolving door to the QB? Are DTs still one of the better pass rushers.
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Old 05-14-2013, 07:03 PM   #39
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Originally Posted by hanzsomehanz
A great story with a somber ending.

I take the feedback with a shadow of reflection as fatigue gradients were touted to be a complimenting factor in run-free.

Im content hearing the standalone praise until we can get that two-piece serving.

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I should have been a little more clear in the article. With stamina, there was a definite difference being seen on individual runs. For instance, if your guy was tired to begin with and then broke off a big run, you could see his stamina drain quickly and he'd slow down.

But what I meant was that stamina progression throughout the game was still being tuned so I couldn't get a good read on how effective stamina worked over a full game. I thought it was un-fair to both the community and the developers to discuss the details on this until it's had a chance to be tuned properly.

Make no mistake though, stamina is definitely in and a factor this year.
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Old 05-14-2013, 07:04 PM   #40
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Originally Posted by ghettogeeksta
They same something to this effect about the run blocking every year, give it a month after release and watch the complaints come flooding in.
I haven't had enough time with it to say it's perfect this year, nor do I think anything is perfect, but there is a significant improvement in what I had the chance to play with.
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