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Madden NFL 25 News Post


ESPN's Jon Robinson has posted his Madden NFL 25 hands-on impressions of the Run Free mechanic.

Quote:
If my player has a 90-plus rating in that specific move category, then you’re able to pull off that highest-level move. For example: Marshawn Lynch can do the 90-plus stiff arm, but any back who isn’t rated as high, can’t do those same moves. We’re creating separation between the best runners and everybody else. Doug Martin is more of a precision runner, so he’ll have top-level precision spin and precision juke. LeGarrette Blount will have the highest level hurdle, truck, and stiff-arm ratings. We’re starting to develop the personalities of these players within our system. We’ve also added in combo moves with the right analog stick, almost like you’re playing ‘Street Fighter.’ So when you hit someone with the truck stick by pressing up, you can then hit half circle to spin. You can do back juke, spin combos, go left to right, right to left, and string together multiple moves with our fake-out system."

Game: Madden NFL 25Reader Score: 5/10 - Vote Now
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Member Comments
# 1 roadman @ 04/25/13 12:32 PM
Much more in depth article.
 
# 2 DeuceDouglas @ 04/25/13 12:41 PM
One thing that I'm hoping for, but not expecting at all, is for this to apply to the route running. I remember seeing an NFL films clip of Todd Haley yelling at Dwayne Bowe about how "You can't take a damn half hour to run a sluggo, it's a fly by. Three steps! One step! WIN!".

It's one of the frustrations I had with the passing game last year. The receivers shouldn't have to break all the way down, taking seven steps to run an out towards the sideline. It's how a lot of interceptions are created because any separation gained is lost as soon as the receiver breaks down to cut on his route rather than it being fluid.
 
# 3 hanzsomehanz @ 04/25/13 12:49 PM
I am OK with the new run free highlights esp the brake / accelerate system but for novices this may be too much to intuit.

I am happy to party away with m25 on the current gen consoles like the world is coming to an end but I am reluctant to appreciate this same build on NxGen.

Sent from my SGH-I727R using Tapatalk 2
 
# 4 jmurphy31 @ 04/25/13 12:50 PM
Probably a dumb quiestion but Does holding L trigger slow you down or does it put the game in Slow Motion?

After watching the short trailer last night and they kept showing the backs in slow motion before they make their move...

I am hoping it just slows your back down
 
# 5 hanzsomehanz @ 04/25/13 01:03 PM
Quote:
Originally Posted by jmurphy31
Probably a dumb quiestion but Does holding L trigger slow you down or does it put the game in Slow Motion?

After watching the short trailer last night and they kept showing the backs in slow motion before they make their move...

I am hoping it just slows your back down
You pose a great Q.

I would not overlook the chances in this becoming a claim as they have already conveyed the nerve to allude to street fighter and assasins creed as fundamental technologies for their run free build.

*Slow down effects may very well be inspired by Max Payne himself - the ultimate deliverer of slowed-down pain -- no joke. See "bullet time".

Sent from my SGH-I727R using Tapatalk 2
 
# 6 rudyjuly2 @ 04/25/13 01:25 PM
I'm very happy the zig zag running is gone and the stiff arm is back. I don't believe the game uses L2 for slow motion, it just slows you down which makes sense if you want to pull off some sweet moves. You can't juke and spin without losing speed.
 
# 7 SageInfinite @ 04/25/13 02:02 PM
Lol @ The assassins creed comparison. I hope it's similar to how 2k did it. Also like 2k I hope you're able to push your line forward, but knowing Tiburon, I doubt they thought about that.
 
# 8 kingsofthevalley @ 04/25/13 02:17 PM
The L2/left trigger button doesn't slow the whole game down, it slows your runner down. It makes the runner chop his steps. These stutter steps simply should have been mapped to the sensitivity of the left analog stick. On another note, I'm glad they finally are giving access to certain moves to players with higher ratings and locking these moves from lower rated players. This is a good base for player personalities and I expect for the team to continue to flesh this out.
 
# 9 MrJCOreo @ 04/25/13 03:09 PM
Quote:
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.
This has piqued my curiosity. I'd like to see a gameplay trailer to verify but if true...
 
# 10 mestevo @ 04/25/13 03:12 PM
I'd expect it applies to anyone who has the ball.
 
# 11 roadman @ 04/25/13 04:33 PM
Quote:
Originally Posted by ghettogeeksta
Looks like they finally fixed the stiff arm after 8 years, wonder what took them so long! Im not a programmer but it seems like the stiff arm should have been a simple fix.
Might be a simple fix not high on the priority list in the past.
 
# 12 rootofalleli @ 04/25/13 04:38 PM
Some choice words from Rex Dickson, creative director at EA:

“It was just unrealistic player movement...”

“As everyone knows, interaction between the offensive and defensive lines has been a sore spot, a weak spot for the franchise for years...”

“In ‘Madden 13’ there were plays where you would run into a crowd and just fall down and it looked terrible...”

“Another big problem last year was how you would constantly trip over someone on the ground, then you would stumble and fall..."

I love this time of year, when the makers of Madden finally come out of the bunker to say exactly what we've been saying.
 
# 13 The_Rick_14 @ 04/25/13 06:48 PM
Quote:
Originally Posted by kingsofthevalley
These stutter steps simply should have been mapped to the sensitivity of the left analog stick.
I have to disagree with this. Using sensitivity of the sticks to that level of detail would lead to major issues for people with old 1st party or 3rd party controllers with different deadzones. Mapping it to a button that wasn't doing much for ball carriers anyway makes much more sense and will make it easier to use effectively.
 
# 14 hanzsomehanz @ 04/25/13 08:15 PM
Its the handling of the transmission that will separate elite stick skills from novice stickers as it will now be like driving in the cockpit - whoever handles the stick best will prevail in mastering the shifts in moves and acceleration bursts.

Sent from my SGH-I727R using Tapatalk 2
 
# 15 Bmore Irish @ 04/25/13 08:16 PM
this run free mechanic with the use of the left trigger almost reminds me of FIFA, use the left trigger when you want to pull out the sick moves, and with ratings applying. though i guess in this case it's more of stringing moves together.
 
# 16 infemous @ 04/25/13 08:22 PM
So you can spin one way and then immediately spin the other way? If your RB's rating is low, can you be disorientated and end up running into your own endzone?

I have a funny feeling this is going to be abused at the end of long runs when there is a final man.

A good RB will just pull off a random string of moves that will defy physics or practicality to ensure the final man is beat.

I'd hope to counter this problem the 'in play' stamina will prevent you from being able to do moves like that if you've been running 70 yards already... I don't think I can honestly say I've seen an HB pull off a combination of deadly moves at the end of a long run.

Doing them at the beginning of a run is where it will actually be relevant to a realistic version of NFL football, but people will just sprint to the edge off a counter play instead and take what the D gives (which hopefully isn't the entire field like in M13).

Which brings up another crucial point... Will defenses, along with improved pursuit, understand the notion of setting the edge? Or will everyone just run into the O-Line on a stretch play again and help contribute to how overpowered outside running was.
 
# 17 PVarck31 @ 04/25/13 09:03 PM
The one thing I am getting from these preview articles is that it sounds like ratings might actually matter. That would make a world of difference for franchise mode.

I also like how the running sounds. I can't wait to feel how the players move. If there is actually foot planting and the feeling of weight to them, I will be ecstatic.
 
# 18 infemous @ 04/26/13 02:29 AM
Quote:
Originally Posted by PVarck31
The one thing I am getting from these preview articles is that it sounds like ratings might actually matter. That would make a world of difference for franchise mode.

I also like how the running sounds. I can't wait to feel how the players move. If there is actually foot planting and the feeling of weight to them, I will be ecstatic.
having ratings matter brings up another issue... the dependency on one man to accurately represent each and every player in the league.

Unfortunately it seems that he has no clue and most ratings are jacked up unnecessarily for star and middle ground players.
 
# 19 cgalligan @ 04/26/13 08:50 AM
Quote:
We’ve also added in combo moves with the right analog stick, almost like you’re playing ‘Street Fighter.’ So when you hit someone with the truck stick by pressing up, you can then hit half circle to spin. You can do back juke, spin combos, go left to right, right to left, and string together multiple moves with our fake-out system.”
Are we playing NFL Street? Or is this a game that is trying to replicate and simulate "NFL FOOTBALL" ???

My favorite part of the video, is the part when Calvin Johnson leaps over a defender and then, immediately after, he somehow still has the momentum, strength and speed to totally TRUCK another defender...

I'm fine with him leaping a guy, but, there is no way he'd have enough momentum left to be able to truck a defender coming in for a clean shot at him... Even if it is Calvin Johnson, that seems a bit ridiculous and very "Madden" of them...
 
# 20 MontagueBall @ 04/27/13 07:30 AM
Yes! Ratings finally matter in the 25th rendition.! Uh....did he say only Running Backs?
 

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