Re: Madden NFL 17 Trial Available Now For EA Access Subscribers, Play For 10 Hours
There is, once again, a game breaking bug in franchise mode. When playing online against another user the settings don't save. You are forced to play in zoom cam the whole game.
After a little while with the training videos jumped right into a 15 minute quarter, 13 second rundown accelerated clock full game Rams vs Titans.
I won 38-17, and really enjoyed most of the aspects of the game. I'll start off with what could be problem areas.
As seen in some of the GC videos, the CPU QB doesn't move around in the pocket to escape pressure on a few too many plays. I got two short fields inside the 20 because Mariota just stood there and let himself get sacked and fumbled. He didn't try and Scramble once.
CPU offensive play calling. It's a lot better than it has been, but they still call a few too many 4 verts, that combined with the statue QB's is a issue.
CPU defensive play calling. They like to call too many, what seems like Cover 0 plays, in the wrong spot. These long scores came on plays where they were way too aggressive at the wrong time, IMO.
Not liking how the CPU receiver fall out of bounds on passes on the flat way too often.
Hope I can turn off the Red and Green in the box squares that tell you where or if you should run. I turned off all the other visual aids, but could see how to turn that off.
There were other issues of course, but they seem like they can be handled with sliders.
Some things I liked:
Dorial Green-Beckham, The Titans are gong to miss him in my CFM, lol. He had 11 catches for 141. The CPU has never that many receptions to an outside WR to against me in Madden. The catches were nice plays, it wasn't where my D was just clueless.
Rams front 4 made it tough on Murray, but he still had some nice 5-7 yard power runs that the CPU never use to get on default.
Forgot to call any FB dives, but no other runs seem OP.
When he didn't hold the ball too long or call 4 verts, Mariota made good decisions with the ball.
Me and the CPU both had backspin punts land inside the 5.
"Hope I can turn off the Red and Green in the box squares that tell you where or if you should run. I turned off all the other visual aids, but could see how to turn that off. "
I couldn't find this setting either but I also gave up looking after a couple minutes because I didn't want to waste my trial time.
On a settings note I like some of the additional options we have this years. I'm not much of a sliders guy some I'm not sure exactly what's new but it looks like there are more options than last year (was game speed changeable last year?). I like that there is a brightness and contrast setting. I put the brightness down a level and thought it looked a little better.
Random notes from my playthrough. Played 1 1/2 games as Pats vs Steelers, not going to include the intro game (which I really enjoyed despite the two teams fearured.
-BLOCKED A PAT AND RAN IT BACK FOR 2! I don't think I've ever blocked a field goal in my Madden career. Can't say I did anything special. Chose one of the new fg block options, timed the snap right (which guarantees nothing) and got through for the block with sheard.
-speaking of FGs, I'm liking the new kicking mechanic. Difficult at first, not sure how to correctly perform onside kicks, but it just feels more intuitive.
-Ball physics, subtle but noticeable. You might notice it on some catches and drops. Again subtle but just enough difference to make it look more realistic. I almost feel like the ball is a little smaller. Maybe it was Brady's accuracy but I hit receivers through some small windows and there was a sense of satisfaction when the ball was caught. Ball physics are most noticeable on punts. Had a punt land between the 10 and goal line, bounced and died at the 1. Any other year is would have hit the ground and flew out of the endzone. A little change that goes a long way to improving the game.
-saw some nice catching animations. Amendola had a nice grab along the sidelines where he leaped to grab the ball and looked like he landed on his side (hip, thigh, knee first) to stay in bounce
-feel is definitely noticeable. In fact the first play of the intro game was a run with Gurley and immediate I was like "woah. That felt more realistic." Ad other have stated just more weighty. It's like the players have a bounce and balance to them. I liked the juke moves and spins. Just seemed a bit more realistic and not arcadey, especially the spin.
-tackling, whether being tackled or performing tackles, feels a little better. There are still some canned looking tackles but a lot of wrap tackles feel like they are just set animations and they can result in the tackle being executed or the runner breaking free. Part of it is do to the new break tackle Mechanic (forget the actual name but an icon will appear during certain tackles that dictates the play). Note that just because the runner wins this tackle battle doesn't mean he is automatically breaking free. If there is a gang tackle taking place chances are he is still going down oppose to performing a Marshawn lynch, beast mode type run.
-punt and kick returns feel better. I didn't run and back and didn't have any big runs but I felt like my runner had a little bit more freedom. I could typically beat the first tackler in 1 on 1 situations.
-penalties were called at a decent rate. Saw a few during my gameplay. Hard to tell how much variance from last year though
-defensive backs. I thought they were a little more responsive when defending the pass. If you are in good position and time the pass defend right the defensive back should challenge the ball. There was 1 instances in specific where I felt my corner back or safety ignored my prompt to challenge the ball but it could have been a timing error on my part.