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Madden NFL 16 News Post


Amazon has just released some of the new features for Madden NFL 16. There are some details on Total Control Passing, receiver and defender controls, playmaker broadcast and more.

Check out the details below and let us know what you think.

Be the playmaker in Madden NFL 16 with all-new controls that allow you to dominate in the battle for air supremacy. New QB mechanics including body-relative throws and touch passes provide unprecedented depth and control while under center. Combined with a new risk/reward catch and pass-defend system, get ready for the biggest WOW moments in franchise history.

KEY FEATURES

New to Madden

Battle for Air Supremacy

Total Control Passing - Place the ball where only your receiver can get it with body-relative throws including high-point, low-point, back-shoulder, and the ever-popular touch pass. Become the ultimate dual-threat and terrorize defenses with new pressure avoidance and QB scramble controls.

Receiver/Defender Controls - Dictate the outcome of each passing play while the ball is in the air for the first time ever in Madden. For receivers, go for the highlight reel with the ‘aggressive’ catch or move the chains with the ‘possession catch’. On defense, disrupt the outcome of each play using the new ‘play ball’ and ‘hit receiver’ mechanics. Receivers and defenders deliver the most authentic exchanges to date with new press and zone-chuck interactions, contextual hand-fighting, and a variety of 2-man interactions at the catch point including pass interference penalties, tip balls, knock outs and simultaneous possession catches.

Playmaker Broadcast

Integrated Broadcast Graphics – Your playmaker highlight reel has arrived with new player spotlights, dynamic goals and achievements, and innovative on-the-field cameras bringing you closer to the game than ever before. Making plays has never been this much fun and rewarding!

GAME MODES

Connected Franchise – Whether playing solo or online with friends, your quest to build an NFL dynasty comes complete with a brand new scouting and draft system as well as all-new dynamic goals throughout each game. Develop players with Game Prep and build your teams’ confidence through performance and front office transactions. Balance keeping players’ confidence up, to increase abilities and build player XP.

Madden Ultimate Team – Build your ultimate team with your favorite NFL players from the past and present while dominating the opposition in head-to-head seasons, solo challenges, and more. Earn coins to buy packs through the online store, where you can trade and auction off items on the road to building the Ultimate Team. Engage with the NFL year round thanks to live content and service updates in the fastest growing mode in Madden.

Skills Trainer – With 60+ tutorials and drills, Skills Trainer focuses on teaching the strategy behind different passing and run concepts, as well as how to play Madden for new users to the series. Fan favorite Gauntlet mode returns with all-new Boss Battles, Extra Life challenges and opportunities to jump or fall levels in a single play.

UPDATE: Pre-order info added based on details posted on EA's site.

"Madden NFL 16 is now available for pre-order at all major retailers, and fans who place their orders now will receive $15 in Ultimate Team content including 10 Pro Packs and a Playmaker Pack for use in Madden Ultimate Team (MUT). The Playmaker Pack grants fans with an Elite player who they can use to give their Ultimate Team an extra boost right out of the gate and start making the huge plays right away.

Those looking for even more content can upgrade to the Deluxe Edition, which ups the ante with 36 Pro Packs and a Playmaker Pack, all for $69.99."

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
Madden NFL 16 Videos
Member Comments
# 301 therizing02 @ 05/18/15 02:10 PM
The throwing percentages were a little high for a number of reasons. I'm hoping that the new "feature" this year addresses most of them to bring about a more realistic NFL style passing game.

I'm probably in the minority, but I don't think accuracy is the problem. Most NFL quarterbacks can complete a majority of the throws we see in Madden. Regardless of skill level, the slant, the quick out, and the comeback are easy throws to make. What isn't easy for everyone is the ability to read defenses and know where and when to throw the ball.

This is where I think Madden has an opportunity to improve. I'd like to see a difference in game management ability from the Mannings to the Manziels. Reading defenses and coverages combined with accuracy ratings and a QB knowing when to get rid of the ball will lead to a more believable passing game.
 
# 302 aholbert32 @ 05/18/15 02:17 PM
Quote:
Originally Posted by Big FN Deal
I'd imagine, like you probably would, the gist of it is something like," it takes a lot of time to add something like gap assignments due to the OL/DL being tied together in the original code and that time is hard to come by when you have to add other things year over year". I think you have even posted something to the effect they can't very well tout or market "we worked on getting the OL/DL untethered this year so next year we can begin to add real defensive front concepts". Maybe they are trying to do something along those lines, which causes those that go to Tiburon and have this explained, be more understanding.

That's pretty much the way I see it but I still rant over EA because that's a terrible position to put people designing Madden into and culture to create for producing a consumer product. Also that still doesn't account for other teams/departments seemingly going rouge, while still others are tampered with by marketing.

The point being I think these type of questions have been answered before, if somewhat indirectly, because it seems most of Madden's shortcomings stem from bad development choices that, are all that's left due to shortsighted financial decisions.
I'd be ok with the OL/DL and Gap assignment responses if thats the answer they gave the GCers. My issue is there are plenty of non code/gameplay related issues that cant be brushed off by claiming "the old code makes it difficult".

How do they explain the lack of out of game "formation subs"? The lack of living sidelines (Could say framerate issues but theyve had 3 yrs to work on those.")? No CPU assigned playbooks?

Those are the type of questions that cant be brushed away. If they promise to add them in future years, the GCers should hold them to it. Some of these guys have been GCers for what five years or so? How many years can you have someone tell you "maybe next year" before you call them on it?
 
# 303 SolidSquid @ 05/18/15 02:23 PM
Quote:
Originally Posted by therizing02
The throwing percentages were a little high for a number of reasons. I'm hoping that the new "feature" this year addresses most of them to bring about a more realistic NFL style passing game.

I'm probably in the minority, but I don't think accuracy is the problem. Most NFL quarterbacks can complete a majority of the throws we see in Madden. Regardless of skill level, the slant, the quick out, and the comeback are easy throws to make. What isn't easy for everyone is the ability to read defenses and know where and when to throw the ball.

This is where I think Madden has an opportunity to improve. I'd like to see a difference in game management ability from the Mannings to the Manziels. Reading defenses and coverages combined with accuracy ratings and a QB knowing when to get rid of the ball will lead to a more believable passing game.
First my gut feeling is the new catch feature is gonna make completions percentages even higher, even on inaccurate throws you'll hit that aggressive catch button and boom ODB/David Tyree catch.

Secondly I agree with what you said about most NFL qbs being able to make most throws but the bad ones no being able to read coverage, however the way it stands in madden a qb can make a bad read, such as throwing deep middle against cover 3. And still get a completion bc the defender froze for some reason and let the route get behind him. Things like that also lead to sky high completion percentages.
 
# 304 SolidSquid @ 05/18/15 02:27 PM
Quote:
Originally Posted by aholbert32
I'd be ok with the OL/DL and Gap assignment responses if thats the answer they gave the GCers. My issue is there are plenty of non code/gameplay related issues that cant be brushed off by claiming "the old code makes it difficult".

How do they explain the lack of out of game "formation subs"? The lack of living sidelines (Could say framerate issues but theyve had 3 yrs to work on those.")? No CPU assigned playbooks?

Those are the type of questions that cant be brushed away. If they promise to add them in future years, the GCers should hold them to it. Some of these guys have been GCers for what five years or so? How many years can you have someone tell you "maybe next year" before you call them on it?
There within lays the inherit flaw with the game changer idea. These guys spent years preaching sim ideas and features to devs, they were to be a voice for the voiceless and finally they were elevated to a position where they could play the game early and interact with the devs. The problem is if they continue to challenge the devs and ask hard questions again and again there is no reason for EA to bring them back. They have no real power to challenge the devs or hold them to their promises.
 
# 305 jpdavis82 @ 05/18/15 02:28 PM
Quote:
Originally Posted by aholbert32
I'd be ok with the OL/DL and Gap assignment responses if thats the answer they gave the GCers. My issue is there are plenty of non code/gameplay related issues that cant be brushed off by claiming "the old code makes it difficult".

How do they explain the lack of out of game "formation subs"? The lack of living sidelines (Could say framerate issues but theyve had 3 yrs to work on those.")? No CPU assigned playbooks?

Those are the type of questions that cant be brushed away. If they promise to add them in future years, the GCers should hold them to it. Some of these guys have been GCers for what five years or so? How many years can you have someone tell you "maybe next year" before you call them on it?
I don't know how long they've been gc'ers but I do know that Rex has only been there for 2 cycles and Clint 2 also, as of Madden 15. I know I will have a lot to say if M16 comes out and it's not what I was led to believe I was getting. Until then this is all speculation and we won't know either way until we get the game in our hands.
 
# 306 aholbert32 @ 05/18/15 02:40 PM
Quote:
Originally Posted by jpdavis82
I don't know how long they've been gc'ers but I do know that Rex has only been there for 2 cycles and Clint 2 also, as of Madden 15. I know I will have a lot to say if M16 comes out and it's not what I was led to believe I was getting. Until then this is all speculation and we won't know either way until we get the game in our hands.
2 Cycles = 3 yrs. Thats alot of time. We cant keep using this "they've only been here so long" excuse. Dont get me wrong: I love what Rex and Clint have done with the game.

Also its not speculation. I'm hoping that things like formation subs, gap assignments, living sidelines etc. are in the game. If they arent, I'm hoping EA will have a legitimate reason for failing to add them to the game for the third year in a row/
 
# 307 roadman @ 05/18/15 02:43 PM
Quote:
Originally Posted by aholbert32
2 Cycles = 3 yrs. Thats alot of time. We cant keep using this "they've only been here so long" excuse. Dont get me wrong: I love what Rex and Clint have done with the game.

Also its not speculation. I'm hoping that things like formation subs, gap assignments, living sidelines etc. are in the game. If they arent, I'm hoping EA will have a legitimate reason for failing to add them to the game for the third year in a row/
I can't even begin to speculate about any of the above, but I saw Clint mention on Twitter they bit off more than they could chew on Living Worlds?????

So, if that is still the case, that might be your answer for living sidelines???(might)
 
# 308 jpdavis82 @ 05/18/15 02:46 PM
Quote:
Originally Posted by aholbert32
2 Cycles = 3 yrs. Thats alot of time. We cant keep using this "they've only been here so long" excuse. Dont get me wrong: I love what Rex and Clint have done with the game.

Also its not speculation. I'm hoping that things like formation subs, gap assignments, living sidelines etc. are in the game. If they arent, I'm hoping EA will have a legitimate reason for failing to add them to the game for the third year in a row/
I know that excuse can't last forever, I'm just saying if gc'ers have been around for even 10 years, Rex and Clint can't be held responsible for the previous 8, but they take it anyway. They have a plan and certain things they are going after in each cycle, unfortunately they can't get to all of it in 1,2, even 3 cycles, but that doesn't mean they aren't trying, or that we can't keep them accountable for what isn't in yet. The way I see it, is as long as our list of things we want keeps getting shorter each year, we are going somewhere good, because in the past our lists never really got smaller, they just kept changing or worse, got bigger. Madden 16 should show to most, again, not all, but most, that they're serious about delivering the game we've been waiting for.
 
# 309 aholbert32 @ 05/18/15 02:57 PM
Quote:
Originally Posted by roadman
I can't even begin to speculate about any of the above, but I saw Clint mention on Twitter they bit off more than they could chew on Living Worlds?????

So, if that is still the case, that might be your answer for living sidelines???(might)
So lets play this out:

If I'm a GCer and thats Clint's answer, my follow up is "What do you mean?" Does that mean you cant have intelligent crowds like Fifa has? Is it a framerate issue?

GCers cant just let them give boilerplate answers because they have the opportunity to follow up. If I tweet at Clint, I'll be lucky to get a response (because he's understandably busy) and definitely wont get a follow up.
 
# 310 roadman @ 05/18/15 03:01 PM
Quote:
Originally Posted by aholbert32
So lets play this out:

If I'm a GCer and thats Clint's answer, my follow up is "What do you mean?" Does that mean you cant have intelligent crowds like Fifa has? Is it a framerate issue?

GCers cant just let them give boilerplate answers because they have the opportunity to follow up. If I tweet at Clint, I'll be lucky to get a response (because he's understandably busy) and definitely wont get a follow up.
Actually, he's pretty responsive on Twitter(basically the only one) if you ask the question nicely, just like at OS.
 
# 311 aholbert32 @ 05/18/15 03:08 PM
Quote:
Originally Posted by roadman
Actually, he's pretty responsive on Twitter(basically the only one) if you ask the question nicely, just like at OS.
Dont take that as bash to Clint. He is more responsive than all of them. I've never received one response about CFM issues from the other guys.
 
# 312 aholbert32 @ 05/18/15 03:13 PM
Quote:
Originally Posted by Big FN Deal
Imo, that's the thing about all this, that reasoning, if true, covers all ills, so to speak. It always seems to tie back to time allotment for fixes vs time allotment for new additions to market. It seems to me that even as far back as Ian, the workers have at least tried to mesh the two, touting attempted fixes as new additions to market but the issue has been they can't be true fixes when building them on broken cores, that they don't have time to fix, lol. For example, I got a response from an EA Community Rep on why there isn't a "sim" setting in Madden, a couple years ago, here

Here lies some of my frustration with Madden because none of us are ignorant to business and general video game design, we know both come with inherent hurdles but the thing with Madden is, EA has created seemingly so many unique ones, for shortsighted potential financial gains. Even something as standard as a "sim setting in an alleged simulation game doesn't merit dev time, due to the culture EA has created around this game.

That's why when people seemingly roll their eyes at others contempt for EA's business practices, as if it has no place in a Madden discussion, I smh.
It has a place but there comes a time when it becomes people stating the same thing over and over again.

We know what EA's business practices are. They have been this way for decades. They are pretty much the same for every game. So bringing them up in lets say in a thread about formation subs isnt constructive.

For example, "If EA wasnt so money hungry and focused on back of the box features, they would stop focusing on twitter feeds in CFM and put formation subs in the game." That point couldve been made without bringing up EA's business practices.

We are going to start cracking down on off topic comments like those that derail threads.
 
# 313 DeuceDouglas @ 05/18/15 03:31 PM
Quote:
Originally Posted by jpdavis82
The way I see it, is as long as our list of things we want keeps getting shorter each year, we are going somewhere good, because in the past our lists never really got smaller, they just kept changing or worse, got bigger.
I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
 
# 314 aholbert32 @ 05/18/15 03:38 PM
Quote:
Originally Posted by DeuceDouglas
I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
I may lose it if they add soft features like "creating uniforms" and ignore needed things like formation subs, cpu playbook assignment and full editing.

I cant remember does Madden 15 have defensive assignments. For example, can I put Revis on a particular receiver no matter what play is called.
 
# 315 howboutdat @ 05/18/15 03:44 PM
Quote:
Originally Posted by DeuceDouglas
I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
Yes, Mr Looman kinda cracked me up .Talking about how long he worked on those relocation team unis .Seems like all that time should have been spent on testing those new things they added ( new regression and confidence systems that were Horrible!! ) .Then good luck gettting that guy to respond to you on twitter.Heck i was nice and just asked( mind you i was asking if i could , didnt just go and do this) if i could PM him and got blocked..... For asking if i could PM him. smh .Thats one thing about Clint , is he will take the time to answer you as best as he is allowed at least. Id like to hear how it was more important to worry about those relocation unis over making sure the actual things they put in that effects a CFM , worked properly and realistically.... , Dont get me wrong i liked the random draft classes, sure they are not perfect , but they are pretty decent at least and they ended those draft guide cheat sheets and now people have to scout. So ill give props on that, but such a huge ball got dropped in so many other areas of CFM,those things ended up over riding the draft classes by far .
 
# 316 howboutdat @ 05/18/15 03:48 PM
Quote:
Originally Posted by aholbert32
I cant remember does Madden 15 have defensive assignments. For example, can I put Revis on a particular receiver no matter what play is called.
No it doesnt, and for the life of me i dont know why . Yet another killer failure. Also i agree, id love to see me be able to set auto subs and it work correctly, as well as formation subs . Personally id like to see special teams be added to depth chart , let me select who is out there on kickoffs at least.
 
# 317 jpdavis82 @ 05/18/15 04:22 PM
Quote:
Originally Posted by bringbacksimfootball
Yes. This is exactly the issue.

It's become nothing more than a group of grown men waiting on Santa Claus and playing nice all year to get the present of a free trip to Orlando.

The GC/CD program had its biggest impact on this game during the Madden 10 dev cycle, and after that it's been nothing but mere vanity and free publicity for Madden. And it's not because of the GCers/CDers themselves, but because internally developers on that staff honestly don't feel GCers/CDers add any real value to what they're doing (and I was told this in person many times by various staffers, but there was one or two public blowups online from staffers to that very effect as well). GCers/CDers are seen more like a necessary annoyance used to inject hype into the skeptical subgroup of the Madden fanbase (i.e the "sim community".

It also helps them a lot that pretty much none of the people they bring down understand game development, how a game is actually made, or a number of critical intricacies about the game of pro football, so it's easier to tell those guys B.S. and not have to deal with being questioned on it because they wouldn't know what to question in the first place. Some of the people who used to go that had this knowledge did question Tiburon staff and, surprise surprise, those guys didn't last in that program for very long; some left on their own when they realized it was bull, and others were simply blacklisted asap.
Lol! No, no, no, that is FAR from the truth, at least from my experience so far.
 
# 318 howboutdat @ 05/18/15 04:40 PM
Quote:
Originally Posted by Big FN Deal
It was Ian, I think, that told us why, because it didn't work properly due to some other underlining code issue, which they hadn't figured out. If I find it, I'll link it.
But i know its in NBA 2K.. U can pick who defends who. So we know its possible to do it... just Ea dont do it , it would seem.
 
# 319 aholbert32 @ 05/18/15 04:46 PM
Quote:
Originally Posted by howboutdat
No it doesnt, and for the life of me i dont know why . Yet another killer failure. Also i agree, id love to see me be able to set auto subs and it work correctly, as well as formation subs . Personally id like to see special teams be added to depth chart , let me select who is out there on kickoffs at least.
Out of game formation subs would fix this too.
 
# 320 Hooe @ 05/18/15 04:47 PM
If I recall correctly, individual defensive assignments did exist at one point on the 360 / PS3 console generation Madden games but was later pulled for reasons unexplained.

My memory is admittedly foggy on this one.
 


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