Today EA SPORTS revealed the new “Run Free” mechanic in Madden NFL 25 that will have you juking, hurdling, stiff arming and spin moving down the field as the run game finally gets a much needed upgrade and attention. Now I’m a running type player by nature so I was still able to run but last year was a lot frustrating because of the new Infinity Engine that had Adrian Peterson falling down just from running into the back of his lineman. Now with the new Infinity Engine 2.0 you won’t have that problem, but what’s even more impressive to me is the “Precision Modifier” that will have even the most pass happy player wanting to run just a tad bit more.
The “Precision Modifier” allows you to pull off 30 new moves for the ball carriers (including QB out of the pocket and defenders with the ball) and string together combos that could leave defenders grabbing air.
There are five major areas of focus that EA SPORTS paid close attention to when it came to the run game.
I don't know - I think it would just require a learning new "stick skills".
I ordered a $9.99 no-name PC controller to save wear on my PS3 controller (which will need replacing soon, poor thing is like Ed Reed - still can play but trying to hang on and past his prime).
I can get variance of how the stick registers. If some el cheapo controller like that can do it through an emulator - I would think at the very least the PS4 should be able to handle it if it's as powerful as it supposedly is going to be. It's dedicated to gaming and uses USB and if the processor is any good, reading the controller's input shouldn't cost much processor time.
It's more the programmers and us adapting, imo. I think the hardware can do it. Could us gamers do it (or be willing to learn) and could the programmers write efficient code to prevent hitches, frame loss, and lags? I think that's the harder question.
My hesitation comes from playing some games where there is variable speed tied to the left stick - it is there and works well in those environments, but football is more strenuous and requires much more rapid changes in speed than any of those other games I have played.
I do like the idea, I just know EA has trouble implementing things and that is my biggest hesitation - their ability or inability to differentiate the controller input and the "weight" of ratings.
Example; Route running as a rating makes no substantial variances in the game play, I have tested this extensively, 50-99 makes no difference in the routes - so the only thing it might do is serve as a check vs Man Coverage to determine a win-lose scenario - but I would suggest that it should vary the "exactness" or lack of of routes - low RR players may break route off early or late, low RR rated players would be "slower" in and out of cuts on routes than their AGI, ACC would allow if they had 99 RR.
That is just one of many reasons why it gives me pause - not that the idea is bad, it is a great idea, but I feel like the controllers should be "tighter" and EA would have to be much better at implementation than they have ever even dreamed of...