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Madden NFL 25 News Post


The Madden NFL 25 demo is available now for 360 gold subscribers, you can queue it up right here. It weighs in at just under 2 GB.

We'll update this post when it's available for the PS3. According to EA Sports, it should be available at roughly 3:00 PM EST.

UPDATE: The demo is available now for PS3 users.

The demo includes the following.

Two never-before-seen videos
  • New England Patriots owner, Robert Kraft talks about Owner Mode
  • Compilation of some of the new Madden 25 features
Four drills for the Skills Trainer
  • Precision Modified Running
  • Total Control Passing
  • The Option
  • Ball Hawk
Play Now Matchups
  • San Francisco 49ers vs. Baltimore Ravens
  • Seattle Seahawks vs. Green Bay Packers
Details
  • You can set the difficulty level
  • You can adjust sliders
  • Full game with 5 minute quarters
  • Only one camera angle in demo (Standard)
  • It will have commentary
  • 49ers are the team available in Skills Trainer

Game: Madden NFL 25Reader Score: 5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 54 - View All
Madden NFL 25 Videos
Member Comments
# 441 JaymeeAwesome @ 08/13/13 11:34 PM
Quote:
Originally Posted by slthree
Only read the first 2 pages of impressions so I don't know whats been said...

Time Management by CPU has been fixed. Very good

I saw a defensive off sides which was nice but not knew

Played against the Pack and they passed on most plays (expected) but when they did run they shredded me (not expected)

I didn't feel Lynch was overpowered. In fact, he had 66 yards for me with zero broken tackles (may just be me bad on the sticks). Run blocking accounted for the yardage

Movement still feels a little "skaty" for me

My biggest gripe is the same as every year: I can't get pressure with a DE but, in fairness, I'm not sure how good Seattle's ends are. All the pressure came from a DT named Mebane. Don't know who he is but he was a beast.

I recall someone mentioning that the defensive pressure comes from the offenses right side. As Mebane lines up over right guard, I saw the same thing

Really, it was just nice to have football again. I passed on NCAA based on poor impressions. I'm on the fence for Madden. Will have to play more
I've gotten good pressure from my DEs, but then again I don't play defense and allow the CPU AI to control it all. I find that human insertion in an AI designed to think on it's own breaks the AI.
 
# 442 kehlis @ 08/13/13 11:34 PM
Quote:
Originally Posted by slthree
Time Management by CPU has been fixed. Very good
Several posters have posted examples that are contradicting to this.

Disappointing to hear.
 
# 443 speedtrucker @ 08/13/13 11:36 PM
3 games, 1 as GB/SF/SEA

All-Madden and kept tweaking the sliders towards what the were roughly with M13 for me.

outs/flags/hitches are still unstoppable. what is weird is that they tweaked the zones by the safeties to spread out into a wider zone which helps them defend against the flag but then they also added the backpedal-spin for the hitch route... so they kinda help defend 1 unstoppable route but make a different one even more deadly. on 3 separate drives I ran nothing but outs, then a series of flags and then a series of hitches to see if adjustments would be made. all of the series I started at the 20.

outs = ended the drive 8/12 for 62 yards and a FG, had 1 pass knocked down, 1 dropped, 1 was caught out of bounds and the other was a poor throw I attributed to the 10QB accuracy slider cause it was like 10 yards out of bounds...

flags = ended drive 9/10 for 75 yards, with an INT in the endzone which they stumbled out of the endzone and was tackled at the 3 yardline. it was unstoppable until I ran out of yardage and was throwing a flag route from the 5 yard line and Sherman was able to sit under the route.

hitches = 14/14 of 80 yards and a TD. if they pressed I threw a dart when Cobb or Nelson broke the press and they caught it in stride, otherwise I just threw it once as they were nearing their break. nearly had 1 INT where Earl Thomas psychically broke despite starting to turn his hips out but Finley did a good job shielding him. that was the only pass where I said "oh comeon, nm nice catch" as I released it and saw Earl pivot and break instantly. however I saw something that made the hitch even more deadly, the back-pedal turn as they make the catch. I nearly broke 2 big pass plays where Nelson made his break and the ball was nearly on him, he was backpedaling, made the catch and spun and was ready to go as the CB was still coming out of his break.

these are all legacy problems so I'm not too annoyed by them, they are the same problems in NCAA14.

this is a me problem, I can't stand the bighit fumbles of Madden. in NCAA I can switch my gameplan to conservative and still hold the RB and right-stick away from contact to help me avoid fumbles(not always) but in Madden13 it drove me crazy that nearing the halves the CPU would big hit everytime and no matter who my running back was, holding RB non-stop, leaning away from contact... that I would end the game with at least 1 fumble, I had Forte for 5 years in the CCM and lead the league in fumbles every season with a minimum of 8 fumbles from him every year. in this demo I've fumbled 6 times in 3 games. unacceptable, the high volume of bighits is again a joke no matter which direction the player is headed. 1 fumble had the Ravens Safety engaged in a block and he was just shedding the block as I ran by with Gore, he knocked Gore on his butt with a big hit and caused a fumble.

everything else feels like the tweaks that NCAA made, I saw even less post-play pile up than in NCAA which is nice because even NCAA still had some funny moments.

the precision passing feels just a tad bit better than NCAA, although I did most of my passing with Rodgers who just rarely misses.

as has been a personal thing, I don't like the over saturated look of the day games. I know some prefer the Madden color palette to the NCAA color but it looks way too over-saturated for me.

there were a lot of injuries but I didn't tweak that slider, I had 4 guys leave with ruptured disc and 2 guys hurt with torn abdomen or something like that.

I'm out till the XB1 version, not because it is bad but because I'm not feeling enough change to even want to play it till fall.
 
# 444 roadman @ 08/13/13 11:37 PM
Quote:
Originally Posted by kehlis
Several posters have posted examples that are contradicting to this.

Disappointing to hear.
It's been a mixed bag of results. I haven't had any issues as of yet, but others have had issues.

Strange, weird and not good.
 
# 445 vrtkolman @ 08/13/13 11:38 PM
Quote:
Originally Posted by slthree
Only read the first 2 pages of impressions so I don't know whats been said...

Time Management by CPU has been fixed. Very good

I saw a defensive off sides which was nice but not knew

Played against the Pack and they passed on most plays (expected) but when they did run they shredded me (not expected)

I didn't feel Lynch was overpowered. In fact, he had 66 yards for me with zero broken tackles (may just be me bad on the sticks). Run blocking accounted for the yardage

Movement still feels a little "skaty" for me

My biggest gripe is the same as every year: I can't get pressure with a DE but, in fairness, I'm not sure how good Seattle's ends are. All the pressure came from a DT named Mebane. Don't know who he is but he was a beast.

I recall someone mentioning that the defensive pressure comes from the offenses right side. As Mebane lines up over right guard, I saw the same thing

Really, it was just nice to have football again. I passed on NCAA based on poor impressions. I'm on the fence for Madden. Will have to play more
I believe the default depth chart has Cliff Avril and Michael Bennett as the starting DE's. They are both pretty good pass rushers and should be able to at least create pressure. Mebane is more of a run stuffer than pass rusher but he can be disruptive, and he is definitely a beast. Still though, no pressure from Avril or Bennett against Green Bay's tackles is concerning.
 
# 446 JaymeeAwesome @ 08/13/13 11:40 PM
Quote:
Originally Posted by roadman
It's been a mixed bag of results. I haven't had any issues as of yet, but others have had issues.

Strange, weird and not good.
I think the issue is that all members may not have the same definition of "Good Clock Management". We would need to run test and control groups based on a single definition of that phrase to get a definitive answer.
 
# 447 adamshpe @ 08/13/13 11:40 PM
That's their halftime show? Wow...Madden 13.5
 
# 448 vrtkolman @ 08/13/13 11:41 PM
Quote:
Originally Posted by kehlis
Several posters have posted examples that are contradicting to this.

Disappointing to hear.
I've seen mixed results. The worst was with Rodgers from his own 40 with 30 seconds before halftime, running the play clock down all the way and then completing a 20 yard pass and a quick time out. There was 5 seconds left in the half and they only had time for a hail mary.

They execute the hurry up really well though, that part is impressive.
 
# 449 JackSwagger @ 08/13/13 11:42 PM
sorry if there has been a post about this already, but does anyone know why default all-madden has the slider for wr catching at 50 instead of 25?

Sent from my Galaxy Nexus using Tapatalk 4
 
# 450 JaymeeAwesome @ 08/13/13 11:43 PM
Quote:
Originally Posted by adamshpe
That's their halftime show? Wow...Madden 13.5
Please explain as to why a 13.5 is a bad thing. I think that is the reason why I'm loving the demo. Madden 13 was the only football game that I played for 12 straight months.
 
# 451 xylocaine @ 08/13/13 11:46 PM
Does this Madden play better look better and is likely more refined than M13?
Yes

Has Madden caught up to what 2K could do on old hardware 9 years ago or what they did on current hardware 6 years ago?
Nope

Seriously the Cut scenes, pregame show, halftime reports etc are so canned they are stale even when viewing the first time.
 
# 452 kehlis @ 08/13/13 11:46 PM
Quote:
Originally Posted by jaymee13
I think the issue is that all members may not have the same definition of "Good Clock Management". We would need to run test and control groups based on a single definition of that phrase to get a definitive answer.
There have been several examples posted by reputable users of the CPU wasting timeouts when there was no need to resulting in the players getting the ball back with time for a final drive when it wasn't necessary.

If it were one example, I could brush it off. Not four though.


It's not about the definition, most of us know what good clock management is.

I think the bright side is that since it isn't happening to everyone, there is a chance that it isn't prevelant and maybe has been toned from last year.

Either way, I think that to say it's a matter of "definition" of poor clock management is pretty unfair to say about users here which you know as well as I do are a pretty intelligent group.
 
# 453 friscob @ 08/13/13 11:47 PM
Quote:
Originally Posted by jaymee13
Please explain as to why a 13.5 is a bad thing. I think that is the reason why I'm loving the demo. Madden 13 was the only football game that I played for 12 straight months.
Not sure how anyone played 13 that long. Game was a mess w/ one of the blandest "franchise" modes in the history of madden
 
# 454 friscob @ 08/13/13 11:49 PM
Quote:
Originally Posted by kehlis
There have been several examples posted by reputable users of the CPU wasting timeouts when there was no need to resulting in the players getting the ball back with time for a final drive when it wasn't necessary.

If it were one example, I could brush it off. Not four though.


It's not about the definition, most of us know what good clock management is.

I think the bright side is that since it isn't happening to everyone, there is a chance that it isn't prevelant and maybe has been toned from last year.

Either way, I think that to say it's a matter of "definition" of poor clock management is pretty unfair to say about users here which you know as well as I do are a pretty intelligent group.
Happened to me. CPU had the ball at my 15 yd line w/ under a min to go. Used all 3 of their timeouts before kicking a go ahead FG which allowed me a shot to tie the game. I only had 1 timeout left btw so they could have just ran the clock down to 1 sec and won the game
 
# 455 vrtkolman @ 08/13/13 11:51 PM
Quote:
Originally Posted by kehlis
There have been several examples posted by reputable users of the CPU wasting timeouts when there was no need to resulting in the players getting the ball back with time for a final drive when it wasn't necessary.

If it were one example, I could brush it off. Not four though.


It's not about the definition, most of us know what good clock management is.

I think the bright side is that since it isn't happening to everyone, there is a chance that it isn't prevelant and maybe has been toned from last year.

Either way, I think that to say it's a matter of "definition" of poor clock management is pretty unfair to say about users here which you know as well as I do are a pretty intelligent group.
I think having a mix of good and bad AI clock management is a great thing. It adds a human element that the game sorely lacks (even if it isn't intentional...). As long as the absurdly poor cases of clock management are gone, having a coach blow a game because he misused his timeouts would be pretty awesome.
 
# 456 vrtkolman @ 08/13/13 11:51 PM
Quote:
Originally Posted by friscob
Happened to me. CPU had the ball at my 15 yd line w/ under a min to go. Used all 3 of their timeouts before kicking a go ahead FG which allowed me a shot to tie the game. I only had 1 timeout left btw so they could have just ran the clock down to 1 sec and won the game
That is an absurdly poor case of clock management AI there, wow.
 
# 457 JaymeeAwesome @ 08/13/13 11:52 PM
Quote:
Originally Posted by kehlis
There have been several examples posted by reputable users of the CPU wasting timeouts when there was no need to resulting in the players getting the ball back with time for a final drive when it wasn't necessary.

If it were one example, I could brush it off. Not four though.


It's not about the definition, most of us know what good clock management is.

I think the bright side is that since it isn't happening to everyone, there is a chance that it isn't prevelant and maybe has been toned from last year.

Either way, I think that to say it's a matter of "definition" of poor clock management is pretty unfair to say about users here which you know as well as I do are a pretty intelligent group.
I know there are a great number of intelligent users here. I think i'm more interested in those claiming good time management. I would like to hear more about what the CPU did to give the human player the impression that the CPU is doing things like a real NFL coach.
 
# 458 JaymeeAwesome @ 08/13/13 11:56 PM
Quote:
Originally Posted by friscob
Not sure how anyone played 13 that long. Game was a mess w/ one of the blandest "franchise" modes in the history of madden
I found that the Top Stories, NCAA stories, and Twitter feed was what kept me playing for so long. I loved the Draft and how we got commentary on the Draft Story players and the offseason in general was organized well.

With owner mode back in the game with M25, it will just add to the immersion for me.
 
# 459 JaymeeAwesome @ 08/13/13 11:59 PM
Quote:
Originally Posted by dorneydave866
So...the skills trainer.

What am I doing wrong? I'm doing precision moves but it keeps failing me. The ballhawk drill...the qb won't even snap it?
It's a known issue. I wouldn't spend too much time on it. I can't imagine this will be broken on release day.
 
# 460 Whiteman007 @ 08/14/13 12:00 AM
Could some Post me the Seahawks roster player ratings plz? I Am working at a Place and living that yes **** and i mean **** internet i cant watch videos or DL the demo. a link to a site (i have looked) or posting them in this thread would be really sweet
 


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