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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
# 781 schmit_95 @ 08/16/13 11:45 AM
Quote:
Originally Posted by Only1LT
I've noticed the same thing.

In the skills drill, when you're supposed to throw a pass low, no matter how long I held the stick down, the ball would never be lower than chest high, and sometimes the receiver caught the ball over his head, yet it still gave me a check as if the pass was low.

In games, it was harder to lead receivers as well. Seemed very limited.

Most likely, this is their "fix" for being able to change routes so drastically last year. Instead of having the same amount of control over the pass, but making the receivers not be able to adjust to changes that are too drastic through modifications of reaction time, awareness, and locomotion, they just greatly toned down how much you can control the ball's vector, because this is Madden, and passing is so tethered that ball control and receiver control are practically one and the same.

Long story short, to say that Tiburon is clueless about how to implement a passing game, would be a grievous understatement. They have been quite inept on this front since Madden 99, when they pretty much nailed the passing game, only to turnaround and botch it on the PS2 and henceforth (with the exceptions of 2003 and 07).

Not coincidentally, 99 was the last game made before their truly talented designers left to form their own studio and create another Football game, that you may have heard of.


You win!
 
# 782 crpav @ 08/16/13 11:46 AM
Not sure if this was posted or talked about yet but is there a setting to disable the computer taking control of your defender/kick/punt returner? What I mean is on punts they decide when to NOT return a punt and vacate the area. I like to decide if I want to return the punt or not. That has been in the game for a while so not a big deal. The big thing I noticed this year however is on an interception in the end zone. The computer took control and knelt down for me. There was nobody near me except 2 of my team mates and I could have returned it for some decent yards.
 
# 783 icicle22 @ 08/16/13 11:56 AM
So others "are" feeling the passing game feels different? I thought last year was a step in the right direction....I felt the difference in NCAA also, and despite not liking some of the direction of Madden 13, I couldn't go back to 12 because I just felt like I did not have enough control of the passes anymore. So now it could be entirely possible that Madden 25 feels more like Madden 12 passing? Not good.
 
# 784 tmac747 @ 08/16/13 12:51 PM
Quote:
Originally Posted by jpdavis82
Um no it doesn't play like last year. It plays like a cleaned up version of ncaa14.
Hmmm..that sounds about right.
 
# 785 justintasha1996 @ 08/16/13 01:05 PM
what is the run modifer? Lt on xbox -360.. when do you use it? what does it do? thanks..
 
# 786 YungThugga08 @ 08/16/13 01:11 PM
I've been playing the demo since I've been off work yesterday and I do agree about the passing.

But I don't think its like that with every pass you take..

For example, I was playing the 49ers vs the Ravens, and after Kapernick got hurt and Colt McCoy was brought in, he hit a 40 yard TD to Boldin that went right over 2 defenders and went to the outside shoulder..
 
# 787 jpdavis82 @ 08/16/13 01:36 PM
Here's a nice video showing some pass rush is possible. The replays look awesome and I like how almost every sack has a different celebration to it.

 
# 788 StormJH1 @ 08/16/13 01:38 PM
I can't say for sure if the passing game is "different" than Madden 13, because I play a lot more NCAA. But it definitely feels like NCAA 14 all over the place, and in both games, precision passing really does not allow you to purposefully overthrow a receiver on a streak route.

Seriously, think about an actual NFL game and the way the deep ball works. Yes, if the ball is underthrown, there's a very good chance of a pick or swat. But you also see quite a bit of the ball landing 10 yards beyond the receiver and bouncing on the turf. The QB purposefully overthrows his receiver in man-to-man so that only his guy will have a chance to catch it. It's exceedingly rare to see that in NCAA/Madden, and I wonder if it isn't purposeful.

I do remember in NCAA 13, there were a few streak plays that were just "money" plays. I would go to them if I was losing and had the ball on my own 20 with 15 seconds left to go. It felt cheap. If you have too much ability to throw safe long balls, it will absolutely break the game, since you'll run nothing else.
 
# 789 frankstallone83 @ 08/16/13 01:47 PM
Quote:
Originally Posted by Only1LT
I've noticed the same thing.

In the skills drill, when you're supposed to throw a pass low, no matter how long I held the stick down, the ball would never be lower than chest high, and sometimes the receiver caught the ball over his head, yet it still gave me a check as if the pass was low.

In games, it was harder to lead receivers as well. Seemed very limited.

Most likely, this is their "fix" for being able to change routes so drastically last year. Instead of having the same amount of control over the pass, but making the receivers not be able to adjust to changes that are too drastic through modifications of reaction time, awareness, and locomotion, they just greatly toned down how much you can control the ball's vector, because this is Madden, and passing is so tethered that ball control and receiver control are practically one and the same.

Long story short, to say that Tiburon is clueless about how to implement a passing game, would be a grievous understatement. They have been quite inept on this front since Madden 99, when they pretty much nailed the passing game, only to turnaround and botch it on the PS2 and henceforth (with the exceptions of 2003 and 07).

Not coincidentally, 99 was the last game made before their truly talented designers left to form their own studio and create another Football game, that you may have heard of.
Could you elaborate on what was different about passing in 99 and 04/07? I played Gameday on ps1 so I don't have any recollection of that game and I don't remember 04 & 07 well enough to recall the passing....
 
# 790 rudyjuly2 @ 08/16/13 01:56 PM
Quote:
Originally Posted by jpdavis82
Here's a nice video showing some pass rush is possible. The replays look awesome and I like how almost every sack has a different celebration to it.
That's a horrible video lol. What difficulty was that on rookie? 13 sacks in a game! I enjoyed the sack dances but that was crazy. I did like the fact he beat him both inside and outside but Baluga was beaten like a drum all game.
 
# 791 The Next Big Thing @ 08/16/13 01:56 PM
Alright the allure has worn off.

I'm sick of D-Line chasing down my mobile QB from behind. REALLY EA!?

Also, I cant stop the run because I cant get off the line, which means I need to bring more pressure which means less coverage. I hope the actual fixes this garbage.

*This is a very rage filled post.*
 
# 792 jpdavis82 @ 08/16/13 02:05 PM
Quote:
Originally Posted by rudyjuly2
That's a horrible video lol. What difficulty was that on rookie? 13 sacks in a game! I enjoyed the sack dances but that was crazy. I did like the fact he beat him both inside and outside but Baluga was beaten like a drum all game.
Not to play devils advocate but Seattle did sack Aaron 8 times in the FIRST HALF last year. As a Packers fan that video quickly reminded me of that nightmare of a game from start to finish.
 
# 793 roadman @ 08/16/13 02:10 PM
Quote:
Originally Posted by rudyjuly2
That's a horrible video lol. What difficulty was that on rookie? 13 sacks in a game! I enjoyed the sack dances but that was crazy. I did like the fact he beat him both inside and outside but Baluga was beaten like a drum all game.

Plus, I think a lot of those sacks were shown on replays, too. Two of Rodgers at the end w/safety, etc........
 
# 794 icicle22 @ 08/16/13 02:11 PM
Quote:
Originally Posted by StormJH1

I do remember in NCAA 13, there were a few streak plays that were just "money" plays. I would go to them if I was losing and had the ball on my own 20 with 15 seconds left to go. It felt cheap. If you have too much ability to throw safe long balls, it will absolutely break the game, since you'll run nothing else.
understood. But it kills the realism if I can never lead a receiver on a bomb. With Aaron Rodgers literally every pass seems to be underthrown. I had five picks, 4 of them on streaks where my guy had beaten the CB but Rodgers could never lead him. And I threw the ball early enough that it was a possibility. Madden 13 total control passing was never as good as 2k5 implementation but it was an improvement. I hate to see them undo this now but it does seem purposeful.....probably to take cheesing out of the game for online. Which kills the realism for those of us that choose to play "real" football.
 
# 795 roadman @ 08/16/13 02:27 PM
Quote:
Originally Posted by GiantBlue76
No they weren't. It showed him having 13 sacks in the stat overlay. Not to mention, the video proves my point. Did anyone notice ANY other lineman closing in other than Clemons who he was controlling? This is what I mean guys - SACKS DOES NOT EQUAL PRESSURE! Sacks are a result of good pass rushing or good coverage, but consistent pressure is what I am looking for. Meaning, I don't want ANY QB sitting in the pocket for 10+ seconds. I realize we all WANT this to be right in the game, but the fact is, it is NOT. NCAA has this working, which is what is so frustrating. No matter who you play in that game, if you sit in the pocket for more than 4 seconds, you are getting thumped. It completely collapses.
Geez, sorry I didn't see the sack display, but my point still stands, there were replays of sacks in that video, if not, my eyes are going on me.
 
# 796 tril @ 08/16/13 02:48 PM
why are'nt the players actually touching the ground. its very noticeable after a play. as the players walk back to the huddle its like they are walking on air back to the huddle. when the get to the huddle its like they step down and they actually touch the grass. its also very noticeable on close ups.
I also noticed this in EA's basketball dribble video demo!!!

I don't know if this existed in previous Maddens but its very noticeable in Madden25.
 
# 797 Only1LT @ 08/16/13 03:13 PM
Quote:
Originally Posted by frankstallone83
Could you elaborate on what was different about passing in 99 and 04/07? I played Gameday on ps1 so I don't have any recollection of that game and I don't remember 04 & 07 well enough to recall the passing....
Madden 99 was the introduction and quick death of something called Route Based Passing.

With Route Based Passing (RBP henceforth) you had a button, I believe it was L2, that was held to activate it.

What RBP did was change the way that Madden handles passing. How Madden handles passing, generally, is that the pass goes where the receiver is or direction he is running basically, and doesn't give much thought to what the route is, the read, or what the receiver is doing at a given point in time. For example. You have a curl route. The ball is snapped. You immediately get pressured. You throw the ball very early. The ball goes to the receiver. If he is still running upfield, it will turn it into a seam pass of sorts. The receiver knows it's in the air. Turns and catches the ball, or it's intercepted, or swatted, or dropped, etc. Basically no matter what scenario plays out, the ball has a chance to be caught by either the receiver or defender. ALWAYS! The same thing happens with a Fly pattern. Throw the ball the second you snap the ball and it will become some type of seam/out type pattern. Even though the ball should be thrown way downfield, it goes to the receiver only about 7yds downfield.

What you had in 99 was a pass mechanic that was route dependent or route tethered instead of receiver tethered. Example. You have a Go. You hold L2 (RBP button), you hit the icon of the receiver that is running the Go the second you snap the ball. All the same as in the other scenario, but with RBP, the ball still goes 50yds upfield. Doesn't matter that the receiver is nowhere near it, it knows what the route is and where it is supposed to be, so that's where it goes. This works the same for every route. Want to throw that Out or Flag before your receiver even breaks? Use the L2 button. Try this on Any other Madden and it will turn your Out or Flag into a seam type pass.

Now why would you want this? Many reasons. The biggest advantages are that it is more realistic. In life, you throw a Go by timing the throw. You know about how far you can throw a pass and you know how fast your receiver runs. You throw the ball at a certain time and you let him run under it. In Madden other than 99 (and 2003 and 07) it is very difficult to time the throw to have the receiver run under it. Even with Total Control Passing, which really doesn't exist, it's just a BS marketing name, but I digress, you rarely can lead the receiver enough to get it over the defender. The ball is tethered to the receiver by invisible forces (being dramatic) and will usually be underthrown. With RBP, if the pass is underthrown, it's your fault. You didn't throw it early enough. If it's overthrown, it's your fault. You threw it too early. The same works for every single route in the game.

This is the other benefit of RBP. You actually had passes hit the ground without being touched by either Offense or Defense. What a novel idea right? You would under and overthrow people all the time and it wasn't the AI making you do it, it was because you were in control and didn't do your job. Why couldn't you do your job? That's the last man advantage of RBP.

Pressure mattered. Not Pressure as in sacks. Sacks always matter, but pressure without sacks. Just like real life, when you felt pressure, you threw the ball earlier than you wanted. When you did that, the receiver wasn't looking for the ball, because he was not at the point of breaking in his route. When he's not out of his break, the ball gets thrown where you don't want it. This leads to balls in the dirt or balls in the hands of zone defenders that are in the right place at the right time and looking in the backfield.

All of this is nonexistent in Madden today. It makes no difference if you get pressured. Throw the ball at any time and it will be in the vicinity for the receiver, no matter the route or where he is in the route. If you are good at user catching, you prevent all but the most egregious errors from being an interception or even (gasp) a ball that hits the dirt. This is why 99 passing, to me, was so great.

The RBP button never appeared again on any Madden after 99, but there were routes in certain Madden games (2003 and 2007) that would mimic RBP, without the button. Mainly Go routes could be overthrown very easily and would also go over the heads of defenders very easily if you had even a step on the defender.

Madden passing became, and continues to become, more dumbed down and mindless ever since 99.

A similar type of RBP was subsequently found in the NFL2K franchise thereafter (cough, cough, coincidence, cough) but worked sans an actual RBP button. It didn't work as strictly route based as it did in Madden 99, though, and had a small bit of tethering. It was a much better mix then Tiburon has been able to come up with though and is nowhere near as blatant.

TLDR. Basically, like many other ideas, good and bad, Madden 99 introduced and touted and named a new feature, that happened to actually be quite great, and then it was removed after only one iteration, never to be seen again. At least not in an EA game.
 
# 798 frankstallone83 @ 08/16/13 03:44 PM
Quote:
Originally Posted by Only1LT

This is the other benefit of RBP. You actually had passes hit the ground without being touched by either Offense or Defense. What a novel idea right?
mind = blown.

Thanks for the explanation. I do remember playing some games that had rbp but I can't remember which ones; probably 2k on dreamcast and I remember nfl fever having a different passing mechanic...it's all a bit foggy...
 
# 799 simsdog @ 08/16/13 03:48 PM
it is literally impossible to stop the run on all-madden, the ball is snapped and everyone of my defenders is pancaked for colin kapernick to run 90 yds. I'm giving up around 200 yrds a game. The defense is broken
 
# 800 ckarlic @ 08/16/13 03:53 PM
Quote:
Originally Posted by tril
why are the players actually touching the ground. its very noticeable after a play. as the players walk back to the huddle its like they are walking on air back to the huddle. when the get to the huddle its like they step down and they actually touch the grass. its also very noticeable on close ups.
I also noticed this in EA's basketball dribble video demo!!!

I don't know if this existed in previous Maddens but its very noticeable in Madden25.
I noticed this as well. Glad i wasnt the only one. Im on the PS3
 


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