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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
# 341 Skyboxer @ 05/19/15 05:23 AM
Quote:
Originally Posted by IndyColts2
That's why I asked. Cause he was asked what type of holding is in the game and he only said offensive holding for run and pass blocking. I want him to clarify cause people got excited afterwards but he never said defensive holding
He was asked if D holding was the holding he was referring to ...
he said "as well as O holding.. pass and run" so it "seems" with the way he answered that as well as D holding there is O holding for not only run but pass plays.
 
# 342 Candyman5 @ 05/19/15 06:24 AM
Quote:
Originally Posted by bcruise
At this point, with adding those WR/DB interactions in, a correctly-called Pass Interference system is an absolute must.
Yeah, I need to some help stopping Rodgers somehow in our league.
 
# 343 howboutdat @ 05/19/15 09:10 AM
Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.

Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
 
# 344 4thQtrStre5S @ 05/19/15 09:38 AM
Quote:
Originally Posted by howboutdat
Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.

Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..
 
# 345 SolidSquid @ 05/19/15 09:54 AM
Quote:
Originally Posted by 4thQtrStre5S
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..
The shading thing kills me. I know a slant is coming so I'll shade inside and play man but no matter who my cb is he gets beat inside. Nothing should work 100% of the time but respect football strategies.
 
# 346 howboutdat @ 05/19/15 09:54 AM
Quote:
Originally Posted by 4thQtrStre5S
I believe they added actual set plays in M15 because the original disguise system didn't work in M25 and they couldn't figure out how to fix it for M15...Really the story of EA/Tiburon and Madden; lots of features that do not work or work poorly or not as intended..Look at sliders, they are a mess and there are no official descriptions of how sliders work or affect the game.

The "Man Align" doesn't seem to work consistently...Shade covers such as, outside, inside, over and under do not seem to work either....Just so many things that appear to be broken...

Then you have the playbooks - a complete mess..Most teams call the same set of about 10 offensive and 10 defensive plays...Many teams run the screen play more in one game than they actual did in the real NFL season..

We need more control and information on how things work...Sliders, attributes, playbook logic, etc.. I still want to know why I can reduce all player attributes and player height and weight and still pass and run block effectively....Seems the attributes play no role, but the sliders actually affect how the game plays.. I question whether the only attributes that work are speed and stamina..

Yeah they did add a FEW set plays that disguise your d in madden 15, but only a few . Its just not even close to enough.I should be able to call any d play i want , and be able to disguise it . Otherwise, its like saying im getting a meat lovers pizza with only 1 half a piece of bacon on it and 1 tiny square of ham.

As for the man align , haha, yeah i agree , another thing that dont really seem to work well. As well as the coverage things you mentioned. I love how i can pick cover over top for my dbs, and they still get burnt deep . Alot , not just once in a while. Those things just dont work well .

Playbooks, i make my own, cause i like to feel like a real coach and have plays i like. However, No matter what ive tried, all my shotgun plays end up under Hailmary .As well it wont let me have a kickoff with only 1 returner back, only choices i get is with 2 back , cant even edit it. SMH.

As for the info, this really blows my mind. Ea cant really give good info on what changing a slider does ,in game it gives a short detail and it still dont tell you well what it does. As for attributes, same thing, no real linfo. I mean yeah we can guess at some of them, but why is it so dang hard for them to just give us a list. Its as SIMPLE as someone typing the info on their online only manuals page. If you program it into a game, you should know exactly what it does. If you dont, it dont need to be in the game. If you do know, take one person , give him a list of all of that and what it does, and have him sit down, and type it out. Its not that hard. Heck ill do it for em , if they give me a list. Dang.
 
# 347 SolidSquid @ 05/19/15 09:58 AM
Quote:
Originally Posted by howboutdat
Yeah they did add a FEW set plays that disguise your d in madden 15, but only a few . Its just not even close to enough.I should be able to call any d play i want , and be able to disguise it . Otherwise, its like saying im getting a meat lovers pizza with only 1 half a piece of bacon on it and 1 tiny square of ham.

As for the man align , haha, yeah i agree , another thing that dont really seem to work well. As well as the coverage things you mentioned. I love how i can pick cover over top for my dbs, and they still get burnt deep . Alot , not just once in a while. Those things just dont work well .

Playbooks, i make my own, cause i like to feel like a real coach and have plays i like. However, No matter what ive tried, all my shotgun plays end up under Hailmary .As well it wont let me have a kickoff with only 1 returner back, only choices i get is with 2 back , cant even edit it. SMH.

As for the info, this really blows my mind. Ea cant really give good info on what changing a slider does ,in game it gives a short detail and it still dont tell you well what it does. As for attributes, same thing, no real linfo. I mean yeah we can guess at some of them, but why is it so dang hard for them to just give us a list. Its as SIMPLE as someone typing the info on their online only manuals page. If you program it into a game, you should know exactly what it does. If you dont, it dont need to be in the game. If you do know, take one person , give him a list of all of that and what it does, and have him sit down, and type it out. Its not that hard. Heck ill do it for em , if they give me a list. Dang.
You mean you didn't know changing the offensive and defensive PI sliders affects coverage and WR agressivness? Spot on man tell us what the sliders to please so we can tailor the game to play how we want while taking out all the guess work.
 
# 348 4thQtrStre5S @ 05/19/15 10:19 AM
Amazingly there is a list of what each attribute is "SUPPOSED" to do, but my experience has been that the sliders actually alter game play and attributes seem to be window dressing, thus little to no effect on how the player acts in game; speed being the possible attribute that works....I'll add the Attribute descriptions here:

BASIC ATTRIBUTES
Let’s start with the basics. First of all, every player has Height (HT). This really does make a difference during gameplay. Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.
Pro Tip: Attributes highlighted in color are receiving a Style Boost from the current Team Style selections.
Speed (SPD) – How fast a player runs after fully accelerating.
Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.
Agility (AGI) – How well the player cuts when running, responding to the Left Stick more quickly.
Acceleration (ACC) – How quickly a player achieves his full speed.
Awareness (AWR) – Reacting to the other players on the field, both teammates and opponents.
Jumping (JMP) – How high a player jumps.
Stamina (STA) – How quickly a player gets tired and requires substitution.
Injury (INJ) – How often a player will be injured.

RUSHING ATTRIBUTES
This group describes how players perform when carrying the ball. These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.
Trucking (TRK) – How well a runner knocks down a defender’s tackle attempt.
Pro Tip: Boosted in MUT by Ground and Pound Team Style.
Elusiveness (ELS) – How well the runner jukes, makes spin moves, and breaks tackles.
Pro Tip: Boosted in MUT by Speed Run Team Style.
Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.
Stiff Arm (SFA) – Effectiveness of the runner’s stiff arm move.
Spin Move (SPM) – Effectiveness of the runner’s spin move.
Juke Move (JKM) – Effectiveness of the runner’s juke move.
Carrying (CAR) – The runner’s ability to hold onto the ball and decrease the chance of fumbles.
RECEIVING ATTRIBUTES
Once the ball is in the air, these are the attributes that help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.
Catching (CTH) – How well the receiver catches the ball while moving in the open field.
Catch in Traffic (CIT) – How well the receiver catches the ball with a defender near him.
Pro Tip: Boosted in MUT by Short Pass Team Style.
Route Running (RTE) – Creates more separation for the receiver against Man Coverage.
Pro Tip: Boosted in MUT by Long Pass Team Style.
Spectacular Catch (SPC) – How often the receiver makes sideline, one-handed, or jumping catches.
Release (RLS) – Determines the receiver’s ability to beat Press coverage.


THROWING ATTRIBUTES
These are almost always used by quarterbacks, but the occasional halfback pass or fake kick play will use the attributes of that throwing player instead. They sometimes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.
Throw Power (THP) – Determines maximum throwing distance and the speed of the ball in flight.
Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD)*– Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.
Pro Tip: Throw Accuracy (THA) is important only in games that are simulated.
Throw on the Run (TOR) – How well the passer throws the ball when moving outside of the pocket.
Play Action (PAC) – How well the thrower’s fake handoff baits the defender into playing the run.


OFFENSIVE LINE ATTRIBUTES
Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.
Run Block (RBK) – How well the blocker engages the defender and holds his block for a run play. Pro Tip: Boosted in MUT by Ground and Pound and Speed Run Team Styles.
Pass Block (PBK) – How well the blocker holds his block when protecting for a pass play. Pro Tip: Boosted in MUT by Short Pass and Long Pass Team Styles.
Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.
Pro Tip: Run Block Strength (RBS), Run Block Footwork (RBF), Pass Block Strength (PBS), and Pass Block Footwork (PBF) are no longer used.


DEFENSIVE ATTRIBUTES
While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.
Tackle (TAK) – Determines success at making a tackle. Compared with Stiff Arm and Trucking.
Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.
Power Move (PWM) – Using strength to defeat the offensive line. Compared with Pass Block.
Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.
Block Shedding (BKS) – Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.
Pro Tip: Boosted in MUT by Run Stuff Team Style.
Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.
Pro Tip: Boosted in MUT by Pass Rush Team Style.
Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.
Man Coverage (MCV) – Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Man Defense Team Style.
Zone Coverage (ZCV) – Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Zone Defense Team Style.
Press (PRS) – Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.


SPECIAL TEAM ATTRIBUTES
These attributes are only used during field goal attempts or punts.
Kick Power (KPW) – Determines the maximum distance the player can kick or punt.
Kick Accuracy (KAC) – How easy it is to kick (affects the speed of the kick meter).
Kick Return (KR) – Enhances breaking tackles and elusiveness for kick and punt returners.
 
# 349 4thQtrStre5S @ 05/19/15 10:24 AM
In reference to the attribute descriptions above, here is an example of how weird the descriptions are:

Take the "Tackle" attribute and compare it with the "M2M" and "zone" cover attributes; it appears each effect tackling, so does that mean all 3 are incorporated on each tackle attempt, or are the M2M and zone just for DB's and LB's and the Tackle attribute if doe DL?

I would like to know how they calculate the attribute ratings in coming to a result...and of course, why can an OL be rated "5" across the board and still pass and run block?

NOTE*** Slider testers here in the OS community have come to the conclusion that the "Tackle" slider actually affects the pursuit angle that a defender takes towards a ball carrier, and thus doesn't affect tackle ability or power of hit - the slider that affect power of the tackle is "Facemask" slider under the penalty sliders; at least as far as the slider gurus have determined...
 
# 350 4thQtrStre5S @ 05/19/15 10:31 AM
Also, M15 was supposed to have QB's throw bad passes; I haven't seen it..What appears to happen is the CPU QB will throw in the general completion percentage area that is close to their accuracy rating, generally speaking, when playing on default settings...This gives me the conclusion that the attributes are way too over rated...QB Acc should be around 63.5 for the majority of players, give or take a point..
 
# 351 aholbert32 @ 05/19/15 10:53 AM
Quote:
Originally Posted by 4thQtrStre5S
Also, M15 was supposed to have QB's throw bad passes; I haven't seen it..What appears to happen is the CPU QB will throw in the general completion percentage area that is close to their accuracy rating, generally speaking, when playing on default settings...This gives me the conclusion that the attributes are way too over rated...QB Acc should be around 63.5 for the majority of players, give or take a point..
Ive had that happen but you need to move the CPU's accuracy slider below 10 for it to occur.
 
# 352 4thQtrStre5S @ 05/19/15 11:02 AM
Quote:
Originally Posted by aholbert32
Ive had that happen but you need to move the CPU's accuracy slider below 10 for it to occur.
Yes...QB Acc. of 5 in the HUM/CPU sliders seems to do the trick, globally. I am still curious how the slider affects the attributes of players, or if the attributes are even used...Would be nice also, if when a slider is adjusted, there is a change in player attributes highlighted in green or red, depending on if the change is a positive or negative...
 
# 353 The JareBear @ 05/19/15 11:03 AM
Quote:
Originally Posted by aholbert32
Ive had that happen but you need to move the CPU's accuracy slider below 10 for it to occur.
Not arguing with you or anything, you're right that it's possible in the game, but I feel like what we got with the QB inaccuracy in M15 was not what was touted or shown. I feel like we wouldn't have to drop accuracy to 5 before seeing any semblance of realistic inaccuracy.

It might be in the game, technically, but it doesn't seem to be the improvement they touted for last years release,

In my humble opinion, of course.
 
# 354 4thQtrStre5S @ 05/19/15 11:07 AM
IT is MY opinion that the inaccuracy system that was initially touted to be in game, was changed do to complaints from tourney/head to head players and/or game changers....

Again, just my opinion....It just seems the above mentioned people tend to not want any interference to game play by attributes and sliders and penalties or bad snaps, etc..they want each player to perform evenly and make games dependent solely on stick skills....
 
# 355 howboutdat @ 05/19/15 11:12 AM
Quote:
Originally Posted by 4thQtrStre5S
they want each player to perform evenly and make games dependent solely on stick skills....
well stick skillz mixed with glitches in the game. Alot of tourney guys use glitches/exploits however you wanna call it. Its basically Patrioting . Knowing the limits of the game and just exploiting them . To me it dont seem to be as much about real football , to me .
 
# 356 kjcheezhead @ 05/19/15 11:14 AM
Quote:
Originally Posted by SolidSquid
The shading thing kills me. I know a slant is coming so I'll shade inside and play man but no matter who my cb is he gets beat inside. Nothing should work 100% of the time but respect football strategies.
Considering how much emphasis is placed on user control in this game, shading should work pretty much 100% of the time. It kills me that they allow people so much control of players that turns the game into an arcadey mess but the strategy aspects are just placebo and don't do anything.
 
# 357 4thQtrStre5S @ 05/19/15 11:21 AM
Quote:
Originally Posted by kjcheezhead
Considering how much emphasis is placed on user control in this game, shading should work pretty much 100% of the time. It kills me that they allow people so much control of players that turns the game into an arcadey mess but the strategy aspects are just placebo and don't do anything.
This sums it up perfectly...
 
# 358 aholbert32 @ 05/19/15 11:21 AM
Quote:
Originally Posted by The JareBear

Not arguing with you or anything, you're right that it's possible in the game, but I feel like what we got with the QB inaccuracy in M15 was not what was touted or shown. I feel like we wouldn't have to drop accuracy to 5 before seeing any semblance of realistic inaccuracy.

It might be in the game, technically, but it doesn't seem to be the improvement they touted for last years release,

In my humble opinion, of course.
See I dont care about the how. I dont care that I have to drop accuracy to 5 to get realistic inaccuracy. I just care that we can get it.

Same with NBA 2k. In order to get realistic fouls, I have to put the foul slider to 100. I was pissed when at release even putting it at 100 didnt result in realistic foul numbers. They fixed that with a patch.

With the Show, I dont get realistic walk numbers without slider tweaks.

I'm happy as long as I can do things like tweaking sliders to get realistic results.
 
# 359 aholbert32 @ 05/19/15 11:23 AM
Quote:
Originally Posted by 4thQtrStre5S
IT is MY opinion that the inaccuracy system that was initially touted to be in game, was changed do to complaints from tourney/head to head players and/or game changers....

Again, just my opinion....It just seems the above mentioned people tend to not want any interference to game play by attributes and sliders and penalties or bad snaps, etc..they want each player to perform evenly and make games dependent solely on stick skills....
This. I believe this too. Casual fans hate random interference too.
 
# 360 4thQtrStre5S @ 05/19/15 11:28 AM
Quote:
Originally Posted by aholbert32
This. I believe this too. Casual fans hate random interference too.
I am against randomness too; I am even more against randomness with madden because I believe it truly is random that things happen in game, or are predetermined on some algorithms that do not take into account player attributes.

If attributes mattered, and game results had a semblance of realism, I could accept penalties and a bad snap here and there..
 


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