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Madden NFL 25 Demo Available Now, Post Your Impressions (360, PS3)

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Old 08-13-2013, 05:58 PM   #369
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I passed on Madden 13. I have pre-ordered this so that I could get the NFL Ticket Package from Amazon. If not for the deal I probably would have skipped this game all together. Played on All-Pro. Plays arcadish to me. When I drop back with any QB they move way too fast. No D Rush in the 4-3 without slider help. Rodgers sat in the pocket for about 8 secs before he threw it under no pressure. I have no time to set my D after the play is picked. Graphics look nice. HATE THE CAMERA ANGLE. I would say this game is worth $30 or maybe $40 at most.
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Old 08-13-2013, 06:01 PM   #370
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Re: Madden NFL 25 Demo Available Now, Post Your Impressions (360, PS3)

Liking this demo and I have traded in Madden the last 3 years. Sliders make Madden more fun than NCAA because finding the sweet spot on things is easier. Full control of teams and running QB's playing like that have me pumped. Playing against 49ers really makes you spy the QB or else.
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Old 08-13-2013, 06:02 PM   #371
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Re: Madden NFL 25 Demo Available Now, Post Your Impressions (360, PS3)

same game with updated running. defense is still non-existent.
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Old 08-13-2013, 06:02 PM   #372
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Just pulled up the demo and logged in only to see my beloved owner' mug JJ! NeoooooO! Connected Franchise mode. Please use a different owners mug. Sorry just saying ;P
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Old 08-13-2013, 06:04 PM   #373
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Im not buying day one, im waiting 2 weeks. Not pleased with this game so far.
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Old 08-13-2013, 06:05 PM   #374
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Huge disappointment
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Old 08-13-2013, 06:05 PM   #375
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Re: Madden NFL 25 Demo Available Now, Post Your Impressions (360, PS3)

Just played the SEA at Cheeseheads matchup, w/ me being SEA, and won 16-7. Game was actually really enjoyable, though before I get into an impression, I want to list slight slider changes I made:

QBA at 15, Pass reaction time and coverage to 55, and user RBLK to 35. I also had the speed threshold at 40, and played on All-Pro.

Generally, I think it played like a cleaned up version of NCAA 14. Wasn't too overpowering in the trenches, and while pass coverage needs work, it seems like sliders are stronger than in NCAA - I think the reaction time slider will be key. My biggest issues are with the D Line. To me they simply do not penetrate consistently or get enough push at the point of attack, an I think that generally makes the run game more successful, though it seems worse in NCAA.

A. Rogers: 19-30, 223 yds, TD, 3 INTs
Wilson: 9-13, 51 yds, INT

Rogers did what many would expect overall, especially given Seattle's talented secondary. Two of his INTs should not have been thrown by a QB of his caliber, but I'm thinking it comes w/ AP difficulty. Jordy Nelson and James Jones both had 5 rec, with Jones scoring. I basically turned Russ into a game manager lol.

Lynch: 19 car, 102 yds; Turbin: 3 car, 24 yds, TD
Lacy: 8 car, 36 yds.

About what I expected, though running for me wasn't TOO difficult. The long haired dude did blow up a read option single-handedly though.

Defense: GB - 2 sacks, INT; SEA - 3 sacks, 2 INTs.

GBs O- Line is suspect, so it was nice to see both Avril (sack) and RE Bennett (2 sacks) get pressure as I didn't blitz much, if at all. (A good test would be to sub out Bulaga for Bahktiari since he's out for the year.) The long haired one wrecked havoc in the backfield, getting 3 TFL (also injured Lynch late on a big hit - abdominal strain lol). GB isn't physical at all so I expected run game success, but Tramon Williams made a Nice Int in the end zone.

OVERALL, so far I'd give this an 8. The commentary really is holding the game back, and coupled with smaller issues, keeps it from taking the next step. Commentary is not nearly as bad as the NCAA (feels like you're in a lecture hall listening to Kirks lines) but there still dead spots in between and during plays, and somewhat of a blandness to it. The replays are MUCH improved, almost to a broadcast feel. All that being said, it's disappointing this effort comes this late in the current-gen, but its a good solid game (and I'd definitely trade-in NCAA for it).
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Old 08-13-2013, 06:06 PM   #376
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Icon9 Re: Madden NFL 25 Demo Available Now, Post Your Impressions (360, PS3)

My impressions based on what I think a football game should feel like.

Pros:
Running game feels fast and fluid.
Run blocking at the line and down field feels intelligent and effective.
Pass blocking gives the APPEARANCE of being right.
Passing is a good as ever.
The infinity engine improvement makes open field tackling feel right and look great.
The outside pass rush finally seems to exist.
The double team system works great.


Cons:
Defenders do not "swarm" to the ball carriers. This gives the impression of overpowered blocking, but I think blockers are doing exactly what they should. The problem is that defenders still don't get to the ball carrier as fast as they should and when they do they do not disrupt the path of blockers.

The pass protection only LOOKS right. With the OT vs DE matchups, what SHOULD often happen is immediate engagement by the players. Then the tackle will try to direct the rusher to the outside and wide if he has a speed advantage, or they will meet up and slug it out if it is a power rusher. Something that often happens is a great passrusher will penetrate the pocket with the blocker engaged, which forced the QB to step to dodge them, which provides an opportunity for another rusher to "mop-up" and finish the sack. What happens in madden 25 is this:
-OT steps backwards immediately
-DE runs at him
-They engage several yards back to give the impression of a pocket
-Either the defender breaks free, in which case a sack is almost guaranteed, or the blocker holds the defender in place indefinitely.
The pocket is still not a product of real feeling interactions. Thus, the fun plays that happen with a pass rush do not occur
The trench battle still lacks the variety and ferocity it needs.


While the double team works great, it does not seem to effectively free space for linebackers like it is supposed to.


Pass defending controls feels clunky and unresponsive. And Computer-controlled pass defenders are easily the worst thing about the demo. In 4 games (one with each team) I observed a CPU pass defender making anything resembling a correct decision only twice. Both of those good plays came after maxing out the Player Skill and CPU Skill settings for Reaction Time and Pass Coverage. They are in the wrong place at the wrong time on virtually every play and this made completion% for both myself and the CPU opponent simply absurd. The Pass Coverage is bad enough to potentially be a deal-breaker for me.

Otherwise I was impressed and excited by the running game and physics engine and look forward to Linemen play getting more attention in the future to really get it to where it should be.
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