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Madden NFL 15 News Post



EA Sports has just released another Madden NFL 15 trailer. This one focuses on the War in the Trenches 2.0. Check out some of the new screenshots here and the official blog for more details.

Quote:
In Madden 15, you’ll deliver on defense with more effective tackling and pass rush tools that put you in control of each play, all from a new perspective.

See your defensive gameplay from an all-new perspective. By pressing left on the D-Pad, you’ll activate the new defensive camera angle, putting you right in the action. To lock on to a specific player using the defensive camera, press right on the D-Pad.

The core of football starts at the line of scrimmage.The addition of War in the Trenches to Madden 25 overhauled the offensive line play by giving offensive linemen the intelligence to work as a team and create an authentic passing pocket.

Source - EA Sports

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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
# 141 mestevo @ 07/10/14 02:05 PM
Quote:
Originally Posted by Greenblood60
That's not necessarily true. Decreasing sales ( eventually ) means less micro transactions. Increased sales mean more money from sales and more micro transactions. Madden used to sell 8-9 million copies a year. Now they're selling 4-5 million copies a year. Two years from now, maybe they're topping out between 3-4 million. Eventually, MUT won't be able to make up for that, and since MUT brings in so much revenue, that also may light a fire under EA's butt. More sales equals more potential microtransactions.
That's what if's on top of speculation on top of what if's though. We don't have any data to make any of these judgements, determine actual sales, break even, profitability, etc - positively or negatively about the sales. Just week 1 numbers.

Part of the pointlessness of even bringing it up outside of sourced reports, earnings data and NPD speculation.
 
# 142 jyoung @ 07/10/14 04:22 PM
Quote:
Originally Posted by Jr.
Take it a step further. Could you imagine a full NFL league where each player is someone online?

Get 32 "player-owners" who can sign you to their team? Online free agency where the best players get the best contracts (for bragging purposes, probably). Hell, there are Madden tournaments for real money now. Turn it into the Madden Football League, games are played certain days of the week.... my mind just keeps going

Now that's the future.
NHL 14 on the Xbox 360/PS3 actually already has something similar to this in its GM Connected mode.

It's structured like a normal online franchise mode (manage salaries, drafts, minor league prospects, free agents, etc.), except that when you actually play your season games, all 12 of the players on the ice can be user controlled.

So say for example, we had 6 Pittsburgh Penguins fans from OS, they could all play together on the same Penguins team, in a full league against other 6-man teams.

I just hope that they don't dumb down that mode any for the PS4/Xbox One release of NHL 15.
 
# 143 hanzsomehanz @ 07/10/14 04:32 PM
Quote:
Originally Posted by BezO
...And I hate that there are just 2 buttons, finesse & power. How do I spin vs swim, rip vs bull rush, etc?
I am going to take a venture and say the right stick still has usability in the pass rush game, like the playmaker feature for QB's that still exists but is no longer promoted in the manual.

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# 144 hanzsomehanz @ 07/10/14 04:38 PM
Quote:
Originally Posted by The JareBear
I am like you in this regard. I know that there are people who want to have total control of their players though, I wonder if EA can provide options for this at some point, like a "normal control scheme" vs "advanced control scheme" or something like that.
The RT Analog Stick is the advanced control; the face buttons are the conservative controls.

I am venturing to guess that the RT stick will still have play in the pass rush much like it will in the tackle game in combination with the new face button controls for agressove vs conservative tackles.

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# 145 hanzsomehanz @ 07/10/14 04:50 PM
Quote:
Originally Posted by Greenblood60
That's not necessarily true. Decreasing sales ( eventually ) means less micro transactions. Increased sales mean more money from sales and more micro transactions. Madden used to sell 8-9 million copies a year. Now they're selling 4-5 million copies a year. Two years from now, maybe they're topping out between 3-4 million. Eventually, MUT won't be able to make up for that, and since MUT brings in so much revenue, that also may light a fire under EA's butt. More sales equals more potential microtransactions.
While I support your premise: sales = consumption; more sales does not neccessarily reveal what the product is used for.

If for some reason there is some free to play mode that has no microtransaction offers on the table but creates a buzz: sales may increase out of interest for that mode: CFM or Team Play are examples while MUT revenue still remain the same or even goes down.

Sales represent initial interest and anythig thereafter is speculation on how the consumer spends their time and money on the game.

In respect to MUT, their revenue lines will eventually level, if they have not already, and may even plummet: that would be more devestating than declining sales.

FWIW, I believe MUT's inception was M12 - it is going into its 4th season and I know as a member of that community that MUT gamers are becoming more and more abhorrent towards Madden's slanted microtransaction schemes.

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# 146 CaliDude916 @ 07/10/14 05:07 PM
This looks good. It's gonna be fun controlling Aldon Smith.
 
# 147 Whaaaazuuuuup @ 07/10/14 05:07 PM
Quote:
Originally Posted by Big FN Deal
I liked the video and think this is an improvement over what has been there but two questions.

2) At what point will Player Sense be fleshed out enough so blockers show awareness of being beat? Maybe it's because there aren't any good "beat" animations for blockers but the fact that as soon as a blocker is beat, they just instantly keep looking ahead/heading forward, with no awareness of a defender just got by them, really stands out, in a bad way.
from the videos it looks like the oline will continue to looks ahead once theyre beaten rather than make a second effort. its been this way for ever with madden and truly hurts the realism of trench battles
 
# 148 Only1LT @ 07/10/14 05:09 PM
I don't think that anyone was saying that increased sales are directly proportional to increased MUT transactions. I don't see how it can reasonably be argued that the more copies of Madden in consumer hands, equals more potential for microtransactions, however.

This is the very reason that Google gives their OS away. They want it and its embedded advertising platform in as many hands as possible.

So if, and I say if, I'm not saying for sure anyone asserted this though it seemed like it might have been implied, but if someone thinks that EA/Tiburon is somewhat ok with sales slipping as long as MUT makes up the difference, then they could not be more wrong.
 
# 149 hanzsomehanz @ 07/10/14 05:30 PM
Im done w the sales talk: its either right or left and up to EA to field.

About that pocket fire: imagine the user gettig in their in 2s or less and multiply that jump start outcome by 3,4,5,6 because that is the potenial it holds if the CPU used this same mehanic and we called engage eights.

I see folks already moaning and groaning about the effect of one and am left to wonder the outcome when the spoil want that coutcome of one to the power of 4,5,6?

I understand the need for tackles to flank and entrench but we do not see this perfect discipline play out on every play in the pros either but we do see it sometimes in Madden.

Likewise, players fatigue and some just plain lack motivation to go hard on every down and get that *** in motion and get those feet shuffelled and hips swiveling so when they are beat: they are beat - no 2nd effort given.

If only every coach could get the perfect discipline out of all 22 starters but yet it seems that is what we clamor for: the same stars and moon that the marketers point to and we know they will not deliver on those aims.

There are many miniaturized gains we can look forward to before a full out, full fledged, The Art of Football Fundamentals, football video game is delivered to us.

It really tickles my tentacles that sometimes we put so much onus on Madden to develop a videgame that plays so unrealistically real that the players animate and perform more perfectly disciplined than the pros themselves do.

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# 150 TTD71 @ 07/10/14 06:08 PM
Quote:
Originally Posted by hanzsomehanz
...

It really tickles my tentacles that sometimes we put so much onus on Madden to develop a videogame that plays so unrealistically real that the players animate and perform more perfectly disciplined than the pros themselves do.

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I think most people are looking at this slightly different, though I could be wrong about that. Personally, I don't want perfection at all - I want imperfections, randomness and unpredictability that is in some way statistically tied to the ratings.

I would love to see players perform crazy moves and great tackles and pancake blocks and diving blocks to save a QB's backside....but I don't want to see them ALL the time.

The thing that makes Madden get stales so fast is the lack of these variable outcomes in the trenches. Its either A- total win for Offense and the Defense is stonewalled or B - total win for the Defense and the Offense falls down or simply does nothing.

The ratings for awareness, stamina and overall should figure into the probability of certain outcomes AND animations by now...a rookie with low awareness should miss blocks more, or be out of position or just get beat more frequently than an All-Pro veteran. An undisciplined doofus like an Alex Barron-type mess (great measurables, HORRIBLE OT though...) should get nailed for illegal motions and holding more frequently...player ratings and abilities are a fraction of the realism that is possible though.

Maybe that's off the wall and too realistic, but that could be adjusted with separate game modes - Freestyle/Arcade and Simulation/Realistic. It will never happen from EA, but it could if they wanted it to...
 
# 151 Illustrator76 @ 07/10/14 06:25 PM
Quote:
Originally Posted by Big FN Deal
2) At what point will Player Sense be fleshed out enough so blockers show awareness of being beat? Maybe it's because there aren't any good "beat" animations for blockers but the fact that as soon as a blocker is beat, they just instantly keep looking ahead/heading forward, with no awareness of a defender just got by them, really stands out, in a bad way.

To this point. I do like the new moves for/attention on pass rushers and the general direction EA is trying to go in here, but why are these big, strong, 300+ lb Offensive Linemen just being thrown to the ground like little kids half the time when they get beat? It's not realistic and it looks downright silly. Most of the time when the O-Lineman ends up on the ground it's because he gets beat, and then (to Big FN Deal's point), he realizes it and tries to make a last gasp reach/attempt to trip/hold/do anything to keep the pass rusher from killing the QB. I don't see anything like that at all in any of those Madden videos, as all the O-Linemen do when they get beat is helplessly stumble foreword like a drunk, or just get flat tossed to the ground like a rag-doll. Neither of which looks the least bit realistic.

Again, I like that we (finally) got some attention focused on beefing up the pass rush, but EA really needs to flesh this out some more and add more realistic animations to BOTH sides of the ball (e.g. OL and DL/pass rusher) before we get things looking and feeling more fluid and realistic.
 
# 152 Darth Aegis @ 07/10/14 07:11 PM
Quote:
Originally Posted by dat boi Q
I know right. It's about 100 guys coming here complaining everyday about this game. They already know what kind of game there are getting from EA.
DONT BUY IT.
So simple but it won't happen. It doesn't matter if it matters to EA. Your hard earned money should matter to you.
Really this again? the phrase DONT BUY IT. I love football and football games so me not buying it is not going to happen. And if I didn't buy it it wouldn't matter since 4 million other people are buying it. So to say speak with your wallet makes no sense when there is no other brand to buy from. Make sense? EA didn't smash the competition they bought the rights to take out the competition. That's usually how it works you don't like Brand A you speak with your wallet and buy from brand B. If EA is so confident in there product year in and year out open it up to everyone. Competition moves the needle and without it we are left with the past 10 yrs of madden.
 
# 153 hanzsomehanz @ 07/10/14 07:29 PM
Quote:
Originally Posted by TTD71
I think most people are looking at this slightly different, though I could be wrong about that. Personally, I don't want perfection at all - I want imperfections, randomness and unpredictability that is in some way statistically tied to the ratings.
TTD, I can get on with this campaign and that is ultimately what to spatially look for in terms of weighing the fundamental gains.

A stiff arm from Gore that knocks a DRC on his butt and another that recoils into the RB's chest due to the force and size of the LB pursuing him (Patrick Willis on Lamar Millar).

Ratings that invite more range for error and ineffectiveness will also invite a new bridge of outcomes.

As Rex alluded to: We were not seeing a richer range of animations due to how effectively accurate QBs were by default - couple that w tethered passing and DB backpedal momentum being exaggerated and we expereience the side effects of a sweet tooth in the passing game.

It would be amazing to see offensive tackles have their backpedal momentum delay their response on certain cuts like DBs do. It would be nice to see that as a start so we can see DEs and Rush Backers attempt jukes and generic shimmy dances.

I am not blind to the fact that EA does serve us too many junk sweets over nutritional substance which later create early signs of cavity and decay in the said components of gameplay: some bitter-fruit (lemon) can be a good compliment to the sugarcane.

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# 154 BA2929 @ 07/10/14 09:06 PM
Coming from a guy who hasn't played Madden in 5 years (me), this looks pretty good. I'm a big defensive guy and in years past in Madden and NCAA (which I spent most of my time on) defense seemed like an afterthought. Glad to see they're putting some time and effort into at least attempting to make it more fun.
 
# 155 RandyBass @ 07/10/14 09:07 PM
Based on what this video shows, they still need to branch it out, so that there isn't always an obvious win or loss by the lineman. They need a lot more animations. Most line battles don't result in such a clear advantage, and they certainly don't result in one lineman getting tossed to the side or pancaked with such frequency.

Combine this with all the rest of the goofiness in Madden and it looks too cartoonish. Yeah, I guess it's kind of cool that you can steer linemen now, but these line battles need a lot more work like pretty much everything else in the game.
 
# 156 countryboy @ 07/10/14 10:33 PM
Glad to see they improved OL/DL interactions. Like what I am seeing.

Looking forward to August and getting some hands on time with the game.
 
# 157 Jr. @ 07/10/14 11:14 PM
I finally watched the video and heard something really funny/ridiculous; Rex stating this was the first edition in Madden franchise history with the player lock/defensive cam.

That's just not true at all.
 
# 158 The_Balm @ 07/11/14 12:27 AM
Quote:
Originally Posted by Jr.
I finally watched the video and heard something really funny/ridiculous; Rex stating this was the first edition in Madden franchise history with the player lock/defensive cam.

That's just not true at all.
Really? It must have been from before I started playing Madden, what year(s) had it?
 
# 159 mestevo @ 07/11/14 12:31 AM
This camera is unique, looks like jumping is gone, can move from defensive player to player, and it flows to each as it adjusts. I'm sure many will take the name of it and imply they just re added a feature, but that's obviously not the case.

What we've seen of the new defensive camera looks outstanding so far.

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# 160 Jr. @ 07/11/14 12:40 AM
Quote:
Originally Posted by The_Balm
Really? It must have been from before I started playing Madden, what year(s) had it?
It was 4-5 years ago.. Madden '08 or '09 I believe. It was a part of the Superstar mode. This "defensive camera" is the same exact camera as that mode used. It's the same camera as the defensive lock camera from NCAA.

Quote:
Originally Posted by mestevo
This camera is unique, looks like jumping is gone, can move from defensive player to player, and it flows to each as it adjusts. I'm sure many will take the name of it and imply they just re added a feature, but that's obviously not the case.

What we've seen of the new defensive camera looks outstanding so far.

Sent from my SM-N900V using Tapatalk
The ability to switch players with it is definitely new. But the actual view has been a part of NCAA for years and was in Madden before. Of that, I am 100% positive.

Don't get me wrong, I'm extremely excited it's in and I will use it exclusively while playing defense. I just thought it was comical that Rex said it was the first time in Madden franchise history that this camera has been available.

EDIT: Here we go.. Madden '07 had the Superstar Cam: http://www.gamespot.com/articles/mad.../1100-6154796/

 


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