UTC's Corey Andress has posted his early Madden NFL 25 impressions of the Run Free running moves, improved run blocking and more.
Quote:
I also noticed a few new animations, including seeing the defending linemen push offensive linemen back. What felt so good about the run blocking was the fact that you actually feel rewarded by staying behind lead blockers and waiting for holes to open up. It was noticeable from the very first game I played. It was also great to see blockers think the way they should. Intelligence on the line has definitely ramped up. Screens were really effective if played against the right defense, so fans of teams such as the Redskins and the Patriots – who have a ton of screens in their playbooks, should feel a lot more at home this year.
What about these that Joique Bell is wearing, are they new? They're all black looking.
Those were the ones I was referring to. They have a glove that's basically just all black, white, or team color with the equipment shield on the back of the hand. I wasn't sure if these were actually in the game or not but I just saw a shot with them in. Could also be these.
Really love the sound of the run blocking. It was so disgusting seeing linemen turn around, cut and just be totally out of position. I hope all of this expanded and improved on next gen.
I take the feedback with a shadow of reflection as fatigue gradients were touted to be a complimenting factor in run-free.
Im content hearing the standalone praise until we can get that two-piece serving.
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I should have been a little more clear in the article. With stamina, there was a definite difference being seen on individual runs. For instance, if your guy was tired to begin with and then broke off a big run, you could see his stamina drain quickly and he'd slow down.
But what I meant was that stamina progression throughout the game was still being tuned so I couldn't get a good read on how effective stamina worked over a full game. I thought it was un-fair to both the community and the developers to discuss the details on this until it's had a chance to be tuned properly.
Make no mistake though, stamina is definitely in and a factor this year.
They same something to this effect about the run blocking every year, give it a month after release and watch the complaints come flooding in.
I haven't had enough time with it to say it's perfect this year, nor do I think anything is perfect, but there is a significant improvement in what I had the chance to play with.
No mention of improved pass blocking. Is the RT still a revolving door to the QB? Are DTs still one of the better pass rushers.
I was really looking at run blocking the most so I don't want to over-hype pass blocking since I wasn't really focusing in on that, but I did look at how the CPU RT was getting exploited because that was a huge problem last year. Over the games I played, I definitely had less sacks with that OLB then I did last year. Again, this is over a few days of course. I'll definitely keep my eye on this next time I get my hands on the game.
I was really looking at run blocking the most so I don't want to over-hype pass blocking since I wasn't really focusing in on that, but I did look at how the CPU RT was getting exploited because that was a huge problem last year. Over the games I played, I definitely had less sacks with that OLB then I did last year. Again, this is over a few days of course. I'll definitely keep my eye on this next time I get my hands on the game.
Please don't take this as a pot-shot or anything, but the above in red seems to always be the response concerning many of the elusive "big" issues/complaints with the Gameplay.
Do you guys take a list of "What are die-hard" issues that outside of the glits-n-glamour put before you/marketed, your eyes are looking for "this/these" issues to see if they are present?
Any and everything concerning Pass Blocking/DL interaction has been an issue since the beginning, yet when the opportunity for early build play is available and the question is asked, the response seems to always show that GC's really didn't go with an intent to see if "____" was fixed/touched at all, but more so, try out EA's shiny new marketing toy.
Again, not a shot, I just wish the GC's Program was more about dissecting the early build for constant "Issues" and fixes more than an extension of the "Marketing Dept.", which to me, the feedback seems to run parallel to.
I'm just that although OL/DL Gameplay is being talked about with this Run Free/Blocking stuff, there is "No" in-depth feedback from GC's about the horrible Pass Blocking/Pass Rush/Pocket as with the nice write-ups concerning Run Blocking.
Please don't take this as a pot-shot or anything, but the above in red seems to always be the response concerning many of the elusive "big" issues/complaints with the Gameplay.
Do you guys take a list of "What are die-hard" issues that outside of the glits-n-glamour put before you/marketed, your eyes are looking for "this/these" issues to see if they are present?
Any and everything concerning Pass Blocking/DL interaction has been an issue since the beginning, yet when the opportunity for early build play is available and the question is asked, the response seems to always show that GC's really didn't go with an intent to see if "____" was fixed/touched at all, but more so, try out EA's shiny new marketing toy.
Again, not a shot, I just wish the GC's Program was more about dissecting the early build for constant "Issues" and fixes more than an extension of the "Marketing Dept.", which to me, the feedback seems to run parallel to.
I'm just that although OL/DL Gameplay is being talked about with this Run Free/Blocking stuff, there is "No" in-depth feedback from GC's about the horrible Pass Blocking/Pass Rush/Pocket as with the nice write-ups concerning Run Blocking.
What gives?
There was a disclaimer at the top of the article that he spent most of his time on CCM/CFM which he can't talk about yet.
Corey, next time you go down there, would you be able to play vs the CPU and tell us about the late game calling with the CPU. It was a mess the last few years with the CPU running the ball at the end of the half/end of the game down by 7 to 10 points. The CPU should be passing at this time. Plus, there was a lot of running on first down last season with passing offenses for the CPU.
Hopefully, the CPU playcalling has been corrected.
Please don't take this as a pot-shot or anything, but the above in red seems to always be the response concerning many of the elusive "big" issues/complaints with the Gameplay.
Do you guys take a list of "What are die-hard" issues that outside of the glits-n-glamour put before you/marketed, your eyes are looking for "this/these" issues to see if they are present?
Any and everything concerning Pass Blocking/DL interaction has been an issue since the beginning, yet when the opportunity for early build play is available and the question is asked, the response seems to always show that GC's really didn't go with an intent to see if "____" was fixed/touched at all, but more so, try out EA's shiny new marketing toy.
Again, not a shot, I just wish the GC's Program was more about dissecting the early build for constant "Issues" and fixes more than an extension of the "Marketing Dept.", which to me, the feedback seems to run parallel to.
I'm just that although OL/DL Gameplay is being talked about with this Run Free/Blocking stuff, there is "No" in-depth feedback from GC's about the horrible Pass Blocking/Pass Rush/Pocket as with the nice write-ups concerning Run Blocking.
What gives?
I'm well aware of the issues surrounding Madden's interaction with OL/DL. I can assure you that feedback has been given to the devs, especially from the Sim Standard guys who deal more primarily with gameplay features.
As I said in my article, a majority of my time and purpose was spent more on unannounced features so you'll see a lot more from me when those things get announced.
I did have some time with the game though so outside of my priorities, I did want to spend some time looking at some of the new features and wanted to share my thoughts on them.
Please try and realize that every GC that visits has different priorities that they get sent down for. This doesn't mean I'm not aware of other gameplay issues, just that I'd rather leave that for the gentlemen who's primary focus was gameplay and have a little more in-depth knowledge than I do. The last thing I want to do is speak on something I'm not fully caught up on and lead you guys down the wrong path with dis-honest information.
There was a disclaimer at the top of the article that he spent most of his time on CCM/CFM which he can't talk about yet.
Corey, next time you go down there, would you be able to play vs the CPU and tell us about the late game calling with the CPU. It was a mess the last few years with the CPU running the ball at the end of the half/end of the game down by 7 to 10 points. The CPU should be passing at this time. Plus, there was a lot of running on first down last season with passing offenses for the CPU.
Hopefully, the CPU playcalling has been corrected.
I'll definitely keep this in my notes. I'll be sure to ask a few of the other gameplay guys and see if they noticed anything different here.
Thanks, in my opinion, this area has a tendency to be over-looked because it appears most of the GCer's seem to play pvsp instead of the CPU.
Just my take.
Well I'm definitely not a PvP guy. Mostly offline career/franchise (I'm old-school lol), so if I can't get an answer from someone, I'll definitely look into it myself because I agree - was a big issue last year.
I should have been a little more clear in the article. With stamina, there was a definite difference being seen on individual runs. For instance, if your guy was tired to begin with and then broke off a big run, you could see his stamina drain quickly and he'd slow down.
But what I meant was that stamina progression throughout the game was still being tuned so I couldn't get a good read on how effective stamina worked over a full game. I thought it was un-fair to both the community and the developers to discuss the details on this until it's had a chance to be tuned properly.
Make no mistake though, stamina is definitely in and a factor this year.
Ok dunno if this has been asked yet, i stopped reading up to this post I quoted but here goes...
With regards to stamina, is this a direct true to life (dont take that literally I know its a game) counter for players who no huddle and spam the same play and route to the same WR down after down or any player for that matter?
Do the fatigued players get automatically subbed out almost akin to package subs?
They're are a lot of ingredients that have to go along with this recipe before it can reach top chef quality or its gonna get chopped up by the community. I would like to know the 'eb and flow' of this particular part of the gameplay to get a better understanding or they would have to release a damn near full half or so worth of head to head gameplay vid to give consumers an indication of whats going on and how its supposed to work.