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Game: Madden NFL 25Reader Score: 5/10 - Vote Now
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# 121 SageInfinite @ 04/26/13 09:20 PM
Quote:
Originally Posted by UMhester04
Why not? The running motion looked great and the locomotion was pretty realistic
I'm all for them using that as a reference point, as I think it was probably the best running animation in videogame football, but I want EA to advance things and not try to replicate what they did before.
 
# 122 SageInfinite @ 04/26/13 09:29 PM
I just hope on next gen a majority of the jukes, start,s and stops can be tied to the left analog through an advanced locomotion system.
 
# 123 UMhester04 @ 04/26/13 10:49 PM
Quote:
Originally Posted by SageInfinite
I'm all for them using that as a reference point, as I think it was probably the best running animation in videogame football, but I want EA to advance things and not try to replicate what they did before.

Oh yeah definitely but still we've definitely regressed from last gen in the running category
 
# 124 SageInfinite @ 04/26/13 11:23 PM
Quote:
Originally Posted by Big FN Deal
That's how I think it is in NCAA 14/M25, at least to a certain extent from the info. Now if you guys are talking about being able to User control AP and have him do AP like evasive maneuvers with just the left stick, I disagree there. From what I understand about the foot planting/cuts/deceleration, it's mapped to the left and all player movement universally but evasive moves are mapped to buttons/right stick, which can be modified with the LT.

So a User could take Reggie Bush, utilize his speed and quickness to some degree with just the left stick, being more effective than using a slower, less agile player. However, using the evasive moves and/or the modifier a User could use him to his full potential.

Besides, if the evasive moves on the buttons and right stick were tied into the left automatically, the User wouldn't be able to manage their fatigue/stamina. Left stick movements wear players down but evasive moves even more so, from what I understand. Maybe I am misunderstanding what you guys a re referring to with regard to left stick moves though.
I think you've got it right, but I'm just doubting Tiburon added the precision for it be totally what I'm thinking of. They would have to totally redo the "locomotion" for what I'm thinking of. Still I want to get my hands on the control to see what you can pull off. The footage shown thus far just looks off though. Still looks like frames of the animations are missing. Very choppy stuff.

My ideal situation I can think of from what we've had so far in football gaming would be Madden on PS2's running animation and fluidity, with the precision moves of APF and 2k5 combined. IMO that would be the ultimate level of control without sacrificing the look of realism.
 
# 125 PRAY IV M3RCY @ 04/27/13 01:12 AM
Quote:
Originally Posted by Big FN Deal
It took me a minute find it again but this is what I was looking for. Someone at EA claims that's exactly what they did but of course we will have to actually see/feel it to confirm it, lol.

...Also added to the running game (which Dickson said was the most requested feature by the “Madden” community) is the ability to make hard cuts. Anyone who played “Madden 13” scratches their heads at the way runners swerve around the field in an almost hummingbird-like pattern.

“It was just unrealistic player movement,” said Dickson. “We ripped that all out and replaced it with a hard cut system so when your player makes a cut, he actually steps, plants, and goes hard in the opposite direction. You can cut 45 degrees, 90 degrees, and even 180 degrees, and it’s a much-improved way to move your players around the field. And this isn’t just for running backs....http://espn.go.com/blog/playbook/tec...riers-run-free

He is seems to be talking about general player movement there, for every player and this should be instantly recognizable in the first full game play video we see. Even Kenjon Barner mentions players planting and cutting when running routes in NCAA 14, so we shall see.
idk maybe i am being nit picky here but i still want to see players LEAN and Tilt when they gradually turn, not just on hard cuts do i want to see proper footplanting. The body natural tilts when we turn at a high rate of speed to obtain balance. If we didnt lean and tilt when we turned we would be falling flat on our face.
 
# 126 SageInfinite @ 04/27/13 01:15 AM
Quote:
Originally Posted by PRAY IV M3RCY
idk maybe i am being nit picky here but i still want to see players LEAN and Tilt when they gradually turn, not just on hard cuts do i want to see proper footplanting. The body natural tilts when we turn at a high rate of speed to obtain balance. If we didnt lean and tilt when we turned we would be falling flat on our face.
Yes, and it's not nit picky because that's how it should be.
 
# 127 roadman @ 04/27/13 09:27 AM
Quote:
Originally Posted by ghettogeeksta
He's talking about the zig zagging movement was unrealistic. As far as I can tell the running is still unrealistic, not fluid or smooth, and still robotic. The only difference is when the cut and juke animations kick in. But when players are running in the open field, it still looks like they are running on a tread mill carrying a loaf of bread.
I asked one of the GCers if foot planting was noticed for all 22 players on the field.

He said, based on what he played, foot planting was universal.

As Big noted, we'll need to see and feel for ourselves in the coming months.
 
# 128 Trick13 @ 04/27/13 09:36 AM
Quote:
Originally Posted by roadman
I asked one of the GCers if foot planting was noticed for all 22 players on the field.

He said, based on what he played, foot planting was universal.

As Big noted, we'll need to see and feel for ourselves in the coming months.
That bold part is encouraging, but really - they need to go back to PS2 days in terms of straight running animations because currently all the players run like they are hunched over and sprinting for the port-a-potty after too many "street vendor" burritos in Tijuana...
 
# 129 PVarck31 @ 04/27/13 10:46 PM
Minus the RBs blowing up the defenders it actually looks good. I could definitely see some defensive foot planting. Less gliding.
 
# 130 Trick13 @ 04/27/13 11:23 PM
I get the idea behind the "precision modifier" and the idea behind allowing higher rated players to perform better moves, but I think EA missed the boat again on the implementation.

Sometimes in life, to get where you want to go in the future, you have to recognize what you did successfully in the past.

The game is obviously capable of utilizing the user's input in terms of button presses - ie how quickly you let go of said button.

Evidently, because of EA's biggest blunder to date - moving the "sprint/turbo/acceleration burst" functionality to the R Trigger - they now have to code in the "slow down, gather feet, pre-move set up" within the regular moves and exaggerate it for "precision modifier" with a whole new button mapping.

It would have made more sense to go back to PS2 schematic of the controls, which by their very "layout", forced the user to let go or release the "sprint" in order to pull off "footwork" based moves. Yes I am aware that they are calling it acceleration, but until I see CPU players hit full speed, as though they were mashing a "sprint" button I won't believe there is any difference.

I find this confusing. It was mentioned that the stiff arm is now "button sensitive" - meaning if you tap it you will see a punch animation and when you hold it the player will then leave the arm extended and battle his way down the field trying to keep the tackler at bay. Well, is that tied at all to "precision modifier" or not? And if they can do that with stiff arm, why have an additional button press for the other moves?

Would it not be more intuitive and sensible to have all the moves tiered to the length of the button input that the user makes? We used to refer to button sensitivity, but "precision passing" works on 360's digital buttons. therefore the input the game recognizes is how long you hold the button and it has very little to do with pressure.

Example; Spin move - tap for quick open field spin, hold and release for spin off of contact. And within this system, in my opinion, you would have a great opportunity for "risk-reward" balance that respects individual attributes - holding the button too long would eventually cause a "stumble, fall, higher fumble risk" scenario.

Or how about WR/DB interaction, if "sprint" was back on A (360) or X (PS3), then in order to "user catch" (especially a "high point" jump ball situation) you would have to release the sprint to do the jump. That would naturally accomplish some semblance of "gathering" the feet to make the leap. Making the ratings a factor by having not only a on field physics effect (99 JMP player gets more vertical than a 88 JMP player) but also introduces the option to have differing "windows" on each player - in terms of the higher the rating the longer you can hold the button to get into the higher jump animations.

You can basically tune every "move" to be gauged off the type of user input and the players' ratings, meaning you try holding the hurdle too long and you might end up in a tilted position in the air where landing on your feet isn't happening, or you flat out "lose your feet" and slip and fall.

I am glad that EA is trying to make players "feel" different, but I really feel they choked on this one in terms, not of the idea, but how they are going to try to accomplish it.
 
# 131 LionsFanNJ @ 04/27/13 11:32 PM
Outside of player models I'm liking what NCAA has more then Madden
 
# 132 Only1LT @ 04/29/13 09:38 AM
Quote:
Originally Posted by UMhester04
Why not? The running motion looked great and the locomotion was pretty realistic
I could not be more vehement in my disagreement on both counts lol.
 
# 133 Only1LT @ 04/29/13 09:45 AM
Quote:
Originally Posted by Big FN Deal
It took me a minute find it again but this is what I was looking for. Someone at EA claims that's exactly what they did but of course we will have to actually see/feel it to confirm it, lol.

...Also added to the running game (which Dickson said was the most requested feature by the “Madden” community) is the ability to make hard cuts. Anyone who played “Madden 13” scratches their heads at the way runners swerve around the field in an almost hummingbird-like pattern.

“It was just unrealistic player movement,” said Dickson. “We ripped that all out and replaced it with a hard cut system so when your player makes a cut, he actually steps, plants, and goes hard in the opposite direction. You can cut 45 degrees, 90 degrees, and even 180 degrees, and it’s a much-improved way to move your players around the field. And this isn’t just for running backs.
...http://espn.go.com/blog/playbook/tec...riers-run-free

He is seems to be talking about general player movement there, for every player and this should be instantly recognizable in the first full game play video we see. Even Kenjon Barner mentions players planting and cutting when running routes in NCAA 14, so we shall see.
Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.

Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
 
# 134 secondsolution @ 04/29/13 09:50 AM
Quote:
Originally Posted by Only1LT
Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.

Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
I also think its funny that they are aware player movement is unrealistic and yet they have done nothing about it for almost a decade.

Madden is by far my favourite game, I buy it every year and will continue to do so. However, EA absolutely needs to re-think their marketing strategy, they consistently bad mouth previous iterations to promote new ones which I believe makes them look incompetent and happy to release a sub-par product.
 
# 135 PVarck31 @ 04/29/13 09:59 AM
I am hopeful the running will be much better this year. Not confident though.

I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.

I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.

Unpopular opinion coming

Spoiler
 
# 136 Only1LT @ 04/29/13 10:16 AM
Quote:
Originally Posted by PVarck31
I am hopeful the running will be much better this year. Not confident though.

I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.

I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.

Unpopular opinion coming

Spoiler
I would agree with your spoiler.

I don't think that 13 was too bad either, but they have been at this an awfully long time (this year's is called Madden 25 isn't it?) to produce a game, finally, that meets the the criteria of not terrible.
 
# 137 BezO @ 04/29/13 10:52 AM
Quote:
Originally Posted by SageInfinite
I just hope on next gen a majority of the jukes, start,s and stops can be tied to the left analog through an advanced locomotion system.
I'm dying for this. I've been asking for a 2K BB type system for a while.

If foot planting is done correctly, left-stick movement should give all types of cuts, jab steps, etc. I'd like to see spins done with the stick as well. The modifier should be for the fancy stuff.

It sounds like madden is doing this somewhat. I'll have to see.

Quote:
Originally Posted by Big FN Deal
That's how I think it is in NCAA 14/M25, at least to a certain extent from the info. Now if you guys are talking about being able to User control AP and have him do AP like evasive maneuvers with just the left stick, I disagree there. From what I understand about the foot planting/cuts/deceleration, it's mapped to the left and all player movement universally but evasive moves are mapped to buttons/right stick, which can be modified with the LT.

So a User could take Reggie Bush, utilize his speed and quickness to some degree with just the left stick, being more effective than using a slower, less agile player. However, using the evasive moves and/or the modifier a User could use him to his full potential.
Most "moves" are simply plants, jab steps, etc. What's a juke, really, if not a step in one direction then going in another direction?

With the left stick controlling the feet/legs of a player, we should be able to pull off most moves with the stick. I think the buttons should be for stiff arms, hurdling, upper body evasive stuff & the fanciest of moves.

Quote:
Originally Posted by Big FN Deal
Besides, if the evasive moves on the buttons and right stick were tied into the left automatically, the User wouldn't be able to manage their fatigue/stamina. Left stick movements wear players down but evasive moves even more so, from what I understand. Maybe I am misunderstanding what you guys a re referring to with regard to left stick moves though.
This is why I'm worried about how Madden implements this. Some RBs are always evasive. How are they going to handle a RB like McCoy, who makes a living being evasive? The way it sounds, so far, the modifier is required to get some backs to look like themselves. Are shiftier backs going to be overly fatigued? Does it take more energy to juke someone as it does to truck a defender or break a tackle?

Quote:
Originally Posted by slick589
With the defensive breakdown being mapped to the right trigger will we still have a strafe button? I only ask bc I hate auto strafe it never trigger when I want it to and it does trigger when i don't want it to.
Did they say the right trigger is the defender breakdown? I was wondering if we had control over it.

Quote:
Originally Posted by ghettogeeksta
:30, :40, and :44 pretty much confirms foot-planting will be universal in Madden 25 as it seems to be in NCAA Football 14.

I'd like to see ONE example of a defender breaking down and MAKING the tackle. I'd feel better. As it is, I'm only seeing defenders break down too late and miss tackles.
 
# 138 roadman @ 04/29/13 11:03 AM
Quote:
Originally Posted by BezO
I'm dying for this. I've been asking for a 2K BB type system for a while.

If foot planting is done correctly, left-stick movement should give all types of cuts, jab steps, etc. I'd like to see spins done with the stick as well. The modifier should be for the fancy stuff.

It sounds like madden is doing this somewhat. I'll have to see.

Most "moves" are simply plants, jab steps, etc. What's a juke, really, if not a step in one direction then going in another direction?

With the left stick controlling the feet/legs of a player, we should be able to pull off most moves with the stick. I think the buttons should be for stiff arms, hurdling, upper body evasive stuff & the fanciest of moves.

This is why I'm worried about how Madden implements this. Some RBs are always evasive. How are they going to handle a RB like McCoy, who makes a living being evasive? The way it sounds, so far, the modifier is required to get some backs to look like themselves. Are shiftier backs going to be overly fatigued? Does it take more energy to juke someone as it does to truck a defender or break a tackle?

Did they say the right trigger is the defender breakdown? I was wondering if we had control over it.

I'd like to see ONE example of a defender breaking down and MAKING the tackle. I'd feel better. As it is, I'm only seeing defenders break down too late and miss tackles.
I mentioned in the other thread, it's my understanding that there is a risk/reward for using the hit stick. I hope it's tied into tackle ratings.

For the Packers, I'm hoping if Clay Mathews is under user control, he has a better chance of tackling a ball carrier vs if Sam Shields was user controlled making a tackle.
 
# 139 TreFacTor @ 04/29/13 11:30 AM
Quote:
Originally Posted by slick589
With the defensive breakdown being mapped to the right trigger will we still have a strafe button? I only ask bc I hate auto strafe it never trigger when I want it to and it does trigger when i don't want it to.
I had that exact same question...or more along the lines of shouldn't the strafe button ALSO act as the breakdown button..makes sense that when you strafe your either facing up a receiver, ball carrier or reading the QB. Anyone with a direct line to EA want to ask if we can finally get custom button mapping?
 
# 140 AussieChiefsFan @ 04/29/13 11:40 AM
Looks real similar to Madden 13....
 


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