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Madden NFL 15 News Post


After the Madden NFL 15 cover vote and the first official trailer were revealed, some more details about the game came from an official EA Sports Madden NFL 15 blog, GameStop and Amazon. It's not a lot of details, but at least it's something to talk about. Let us know what you think!

Madden NFL 15 Blog

Quote:
Madden NFL 15 delivers everything fans need to own their rivals on both sides of the field, including the most immersive defensive gameplay control in franchise history. Like the Super Bowl XLVIII champion Seattle Seahawks, you can win championships and bask in the glory of success by building a great defense fit to challenge the best offenses in the game.

Fans will also experience an entirely new broadcast presentation that delivers Madden NFL game day like never before with dramatic all-new camera angles, as well as dynamic pre-game and halftime features. It’s not just football, it’s Madden Season.

GameStop

Quote:
Welcome to Madden Season! Madden NFL 15 delivers everything you need to own your rivals on both sides of the field, including the most immersive defensive gameplay in franchise history. With all-new player-lock camera angles, pass rush tools, open-field tackling mechanics, and smarter AI, you've never been more armed to take control of the defense and challenge the best offenses in the game. Madden NFL 15 introduces a revolutionary crowd-sourced play-calling system with three distinct ways to run offense and defense: coach suggestions, Madden community picks, and concept plays providing a strategic edge to take on all rivals. Dynamic pre-game and halftime shows, in-depth player profiles, as well as enhanced on-field graphics deliver next-generation broadcast presentation.

http://www.amazon.com/gp/product/B00...=operasport-20
  • Welcome to Madden Season! Madden NFL 15 delivers everything you need to own your rivals on both sides of the field, including the most immersive defensive gameplay in franchise history;
  • With all-new player-lock camera angles, pass rush tools, open-field tackling mechanics, and smarter AI, you've never been more armed to take control of the defense and challenge the best offenses in the game;
  • Madden NFL 15 introduces a revolutionary crowd-sourced play-calling system with three distinct ways to run offense and defense: coach suggestions, Madden community picks, and concept plays providing a strategic edge to take on all rivals;
  • Dynamic pre-game and halftime shows, in-depth player profiles, as well as enhanced on-field graphics deliver next-generation broadcast presentation

Game: Madden NFL 15Reader Score: 6.5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 42 - View All
Madden NFL 15 Videos
Member Comments
# 81 roadman @ 04/30/14 10:12 AM
Quote:
Originally Posted by FaceMask
Some aspects of the idea I like, some I don't. While I'm a big fan of the "tap" in 2K Football, I was never a fan of the idea of the "charge up" system. Some of the running mechanics in Madden are basically a rendition of that concept; saving up power for an upcoming collision or move. I just can't approve of it. With the stumble recovery, I wish it was moved to another button.

As for holding trigger for turbo, I hate that too. We're not driving a race car. I think you can set speed to be automatic (?), but still. The reason I prefer the tap for these things is because it feels like the realest representation of performing running steps or breaking a tackle that you can achieve with a basic controller. Football is an aggressive game, and being forced to be passive in an action moment like running as fast as you can, just kills the immersion.
I understand how you feel, but it's different for me. I've never liked tap, tap, tap, from the get go. I just don't feel you need to be a thumb jockey to increase speed, hitting, power-ups ,etc....

That's just me, though.

Doesn't mean I enjoy holding up on the trigger, either.
 
# 82 SageInfinite @ 04/30/14 10:57 AM
Tapping for turbo I'm not a huge fan of, but tapping to break the tackle I enjoy. I just don't like the randomness of how you break tackles in Madden.
 
# 83 CM Hooe @ 04/30/14 12:51 PM
Quote:
Originally Posted by Trick13
The placement of sprint/acceleration on a/x, and the PS2 control layout in general, was far more intuitive and inherently more realistic. It forced you to "let off sprint" to perform moves requiring "footwork" - the change of direction or "quick juke" was more of a "footplant" than anything we have seen since. Yes the locomotion on PS2 left some serious desire for improvement, but zig zag running continues even within M25.
I don't see how mapping sprint to A is any more intuitive than mapping it to the right trigger, personally. Mapping the sprint command to an analog-sensitive controller mapping (pressure on the trigger) vs a boolean controller mapping (button on / off, the face buttons are not pressure-sensitive) allows for a finer degree of control because the user then has fine control over his forward rate of movement, similar to how someone playing a simulation racing game might feather the throttle of his car around a particularly tricky series of corners.

Quote:
Everything that was put into "precision modifier" could have, and should have, been accomplished utilizing the ratings of the ball carrier, the timing of the move, and the input into the controller
This I agree with. I found myself ignoring the precision modifier after about the first month of playing the game, with the exception of bracing for trucking. I found the timing of the mechanic was particularly tricky, I thought that using the left trigger in addition to a face button was cumbersome, and finally the game rarely provided appropriate feedback as to whether I was performing the action correctly; in the case of failure (i.e. the tackler wins the ratings check), using the precision modifier felt no different to me from just ignoring the precision modifier. To me this is a far better example of an unintuitive mechanic.
 
# 84 Trick13 @ 04/30/14 03:43 PM
Quote:
Originally Posted by CM Hooe
I don't see how mapping sprint to A is any more intuitive than mapping it to the right trigger, personally. Mapping the sprint command to an analog-sensitive controller mapping (pressure on the trigger) vs a boolean controller mapping (button on / off, the face buttons are not pressure-sensitive) allows for a finer degree of control because the user then has fine control over his forward rate of movement, similar to how someone playing a simulation racing game might feather the throttle of his car around a particularly tricky series of corners.



This I agree with. I found myself ignoring the precision modifier after about the first month of playing the game, with the exception of bracing for trucking. I found the timing of the mechanic was particularly tricky, I thought that using the left trigger in addition to a face button was cumbersome, and finally the game rarely provided appropriate feedback as to whether I was performing the action correctly; in the case of failure (i.e. the tackler wins the ratings check), using the precision modifier felt no different to me from just ignoring the precision modifier. To me this is a far better example of an unintuitive mechanic.


Mapping it to A/X wasn't the intuitive part - the directional cut/juke moves and directional stiff arms/swats/strip/pass rush moves was the intuitive part - and they don't need to be "pressure sensitive" clearly as various passing trajectories are available based on how long you hold the button. So yes the controller and game interface well enough for you to lob, arch, or bullet passes.


The trigger buttons analog functionality (within Madden) is questionable at best. I would much rather see the left stick be utilized for variable speed up until the point where you want kick into all out sprint - in which case a button or trigger makes no difference.


The larger, more authentic or realistic point of having X/A be "sprint" vs a trigger is that you have to release A/X in order to perform moves that in real life require even the greatest athletes to "do footwork". As it stands now, with the trigger sprint, we are forced to rely on EA/Tiburon programmers to get footwork right - and they rarely do.


Variable speed in Madden is virtually non-existent at this point - you can't really walk around on defense pre-snap and it aggravates the heck out of me. The players seeming have 3 speeds; run, sprint, and stop.


The PS2 layout was simply more intuitive all around and had the built in benefit of forcing users to release sprint for moves that logically require it...
 
# 85 DeuceDouglas @ 04/30/14 04:04 PM
Quote:
Originally Posted by Trick13
The larger, more authentic or realistic point of having X/A be "sprint" vs a trigger is that you have to release A/X in order to perform moves that in real life require even the greatest athletes to "do footwork".
Wasn't the only real move that would make you release A the spin move? And the stiff arm? X was dive, Y was hurdle and jukes were on the triggers. IIRC, stiff arm was the black button.
 
# 86 SageInfinite @ 04/30/14 04:39 PM
Quote:
Originally Posted by DeuceDouglas
Wasn't the only real move that would make you release A the spin move? And the stiff arm? X was dive, Y was hurdle and jukes were on the triggers. IIRC, stiff arm was the black button.
Only thing I can think of was releasing x to use the analog jukes on the right stick.
 
# 87 MrPinkBlackrose @ 04/30/14 04:41 PM
Improved Coaching Mode!!

You should be able to set your roster and position adjustments (in each formation...even each play) prior to the game starting. The current system puts you under the gun of the clock. These should be saved and fixed game to game unless you (the coach) make an adjustment to them or there is an injury to a player you have at a particular position in a formation.

Once you call the play that should be it for your control (outside calling a time out)….no passing symbols cluttering up the field of play! The QB should determine when the ball is snapped, whether an audible is called, whether to call a time out if the clock is running low or he does not like what he sees. The QB should have more difficulty doing so in high intensity, loud environments such as Seattle…KC…getting the call to the linemen etc. All that should be a function of the QB awareness & clutch ratings.

You should not be required to kick the field goals…punts or kick-offs, a coach does not do this…you call the play, your kicker kicks it.

You should be able to determine which aspects of play calling you want to be your responsibility…Offense…Defense…Special Teams or all the above.

Practice Squad players

Practice in shorts and practice jerseys…7 on 7 (if you must have XP, a good deal of it should come from practices and the areas you work most on in practice)

Progressive fatigue, lingering injuries. Hamstring should be nagging for weeks…receivers perhaps pull up mid-route. Also sitting those players out of practice, sending them to the trainer should shorten the length of those type of injuries.

CPU players should at times be pulled or benched…a QB (not an elite QB) who throws 3 or more ints might be pulled. A running back who loses 2 fumbles might be benched in favor of the back-up.

PLEASE bring spectate back to Season games…I know it might sounds strange, but I actually enjoyed watching the cpu vs cpu….

Weather and Stadium choices, in exhibition games we are able to choose if the roof is open, closed….if its raining or not. Please give us that same choice in Season.

Historic Teams Like NBA2k.....A Steelers team from the 70's....Niners team from the late 80's....Cowboys & Bills team from the 90's....and let us be able to take that team into the season....not just some All Madden Legend team with characters you can't take into season play....hell even if you want to make it DLC content, don't force me into MUT crap and purchasing packs of players already on the game.
 
# 88 friscob @ 04/30/14 05:18 PM
Quote:
Originally Posted by MrPinkBlackrose
Improved Coaching Mode!!

You should be able to set your roster and position adjustments (in each formation...even each play) prior to the game starting. The current system puts you under the gun of the clock. These should be saved and fixed game to game unless you (the coach) make an adjustment to them or there is an injury to a player you have at a particular position in a formation.
Really hope they add this for 15. Subbing in guys for certain formations and trying to keep players fresh is a hassle when you only have a few seconds to do it.

Mainly just looking for more realistic amounts of d line pressure in the next game. That would increase the playability greatly. Some better wr/db interactions would be nice. Tone down the ability for players to left stick unless they have excellent agility.

AND FOR THE LOVE OF GOD.... give players more control of sliders like NBA2k does. I want to see a block shedding slider for both the cpu and user. Rb ability sliders for both. More slider control so you can adjust how the cpu plays against users without effecting user vs user games in madden leagues.
 
# 89 Trick13 @ 04/30/14 10:02 PM
Quote:
Originally Posted by DeuceDouglas
Wasn't the only real move that would make you release A the spin move? And the stiff arm? X was dive, Y was hurdle and jukes were on the triggers. IIRC, stiff arm was the black button.


Spin, dive, "shoulder charge" (hurdle was automatic) and truck/elude/juke on the R Stick - all for me required use of my thumb and therefore releasing the "sprint".


Quick jukes -RI/L1 (very slight directional changes) and stiff arm was on the triggers neither of which require "footwork" as much as the other moves.


You could "string together" quick jukes for the "shoulder shake" or "break down" type animation - but that animation slowed you down anyways. I see no reason why sticking your arm out should slow you down (at least not until that arm comes in contact with something).


I never was a fan of 2K's tap, tap, tap, tap for sprint (talk about arduous). I did like the tap sprint vs tap tackle for certain situations when it was in Madden some time ago. It had no visual or on screen cued was fairly balanced - the one major issue was defenders would be in place to "pile on" or "cleanup" and they would not - they would just watch and even manually switching to those players would leave you watching. EA, in classic EA fashion, scrapped the thing rather than figure out why PS2 game had consecutive hits and 360/PS3 version did not... Scrape it over fix it...


I also liked part of the concept for "fight for the fumble" - I hated the mini-game aspect where it had a giant banner on screen and then was like a cut scene and had you press various buttons that popped up on screen. Another good idea, with horrible execution IMO. Would have rather had no pop up aspect and just the tapping of dive, or maybe strip buttons to attempt to secure the fumble.


Another thing I wish is that, in a fumble situation, we had control over the attempted recovery - dive button for fall on ball strip/swat button for attempting to recover on the fly - something...
 
# 90 NDAlum @ 04/30/14 10:12 PM
*Hates any type of tap the button gameplay mechanic crew checking in*
 
# 91 Trick13 @ 04/30/14 10:16 PM
Quote:
Originally Posted by NDAlum
*Hates any type of tap the button gameplay mechanic crew checking in*


So, you never slide with the QB or throw lob passes???
 
# 92 Jr. @ 04/30/14 10:18 PM
Quote:
Originally Posted by Trick13
You could "string together" quick jukes for the "shoulder shake" or "break down" type animation - but that animation slowed you down anyways. I see no reason why sticking your arm out should slow you down (at least not until that arm comes in contact with something)
Sprint while pumping your arms, then sprint with one arm straight out.. it definitely slows you down. Pumping your arms helps create momentum and propel you forward, which increases stride length and allows you to cover more ground in fewer steps (i.e. faster).

Off-topic, but I had to jump in. I do agree with your general point that the button configuration isn't very intuitive.
 
# 93 NDAlum @ 04/30/14 10:19 PM
Quote:
Originally Posted by SageInfinite
Tapping for turbo I'm not a huge fan of, but tapping to break the tackle I enjoy. I just don't like the randomness of how you break tackles in Madden.
Quote:
Originally Posted by NDAlum
*Hates any type of tap the button gameplay mechanic crew checking in*
Quote:
Originally Posted by Trick13
So, you never slide with the QB or throw lob passes???
I was referencing multiple taps aka mashing buttons, not single taps for what you described.

I'm sorry next time I'll fully explain and not assume people understand what I'm saying.
 
# 94 Trick13 @ 04/30/14 10:34 PM
Quote:
Originally Posted by NDAlum
I was referencing multiple taps aka mashing buttons, not single taps for what you described.

I'm sorry next time I'll fully explain and not assume people understand what I'm saying.


Actually, that's my bad NDAlum - should have put JK or LOL - I got what you meant. Forgot how hard sarcasm is to type for a second.


Just curious, when they had branching animations where you could wiggle the sticks to "break out" of wrap tackles - did you not enjoy that?
 
# 95 SageInfinite @ 04/30/14 10:34 PM
Yeah until they develop some type of system advanced enough to simulate broken tackles, I wouldn't mind tapping a button to "break free" of a wrap up or gang tackle. Just feels too random as it is now.
 
# 96 Trick13 @ 04/30/14 10:43 PM
Quote:
Originally Posted by Jr.
Sprint while pumping your arms, then sprint with one arm straight out.. it definitely slows you down. Pumping your arms helps create momentum and propel you forward, which increases stride length and allows you to cover more ground in fewer steps (i.e. faster).

Off-topic, but I had to jump in. I do agree with your general point that the button configuration isn't very intuitive.


Fair point, but I think you will agree that hurdle, spin, dive, jump all require the player to "set up" his feet more than stiff arm.


For the record, I doubt holding my arms out straight will slow me down much - kinda of hard to run any slower than I do regardless of arm pumping, oxygen tank, caffeine intake Wisconsin winters send me into a state of near hibernation. This most recent winter is still here and so it seems I may never regain any level of fitness. If the seasonal affected disorder doesn't kill me first, trying to get in shape again just might...
 
# 97 roadman @ 04/30/14 10:51 PM
Quote:
Originally Posted by Trick13

For the record, I doubt holding my arms out straight will slow me down much - kinda of hard to run any slower than I do regardless of arm pumping, oxygen tank, caffeine intake Wisconsin winters send me into a state of near hibernation. This most recent winter is still here and so it seems I may never regain any level of fitness. If the seasonal affected disorder doesn't kill me first, trying to get in shape again just might...
Ew, Cowboy fan living in Wisconsin, must be Burlington area, Romo's home area. I'll do it, jk, lol. (this winter was bad, but I've lived through worse)

Anyway, from details revealed to wish lists and everything in between.

Wake me when it's E3 and more details come out. lol

I need more in depth explanations and video.
 
# 98 The Gunslinger @ 04/30/14 10:56 PM
are they ever going to address the constant freezing glitches that have been popping up more and more in recent titles??
 
# 99 Trick13 @ 04/30/14 11:11 PM
Quote:
Originally Posted by roadman
Ew, Cowboy fan living in Wisconsin, must be Burlington area, Romo's home area. I'll do it, jk, lol. (this winter was bad, but I've lived through worse)

Anyway, from details revealed to wish lists and everything in between.

Wake me when it's E3 and more details come out. lol

I need more in depth explanations and video.


No, I live on the Lake about 30 mins (highway drive) south of GB


Dallas area native so, not a Romo hat er, but he has absolutely zero to do with me being a Cowboys fan.


Still upset with JJ for firing Tom Landry, not at least having a conversation with him behind closed doors and giving one of the greatest coaches in history the option to retire and thus have proper send off from us the fans.
 
# 100 NDAlum @ 04/30/14 11:14 PM
Quote:
Originally Posted by Trick13
Actually, that's my bad NDAlum - should have put JK or LOL - I got what you meant. Forgot how hard sarcasm is to type for a second.


Just curious, when they had branching animations where you could wiggle the sticks to "break out" of wrap tackles - did you not enjoy that?
I'm not a fan of those mechanics where you have that type of user input.

What I would be a fan of: pressure sensitive LS with regards to acceleration and speed. That would put the player attributes more in play as opposed to me wiggling the sticks. However they would need to have better momentum and physics for this to take place. Also the running animations would need an overhaul.
 


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