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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
# 361 tyberious4now @ 05/19/15 12:28 PM
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.
Here's the thing and it's a slippery slope regarding inaccurate QB. Take Aaron Rogers how are they going to determine how inaccurate should he be and against what team.

I've seen alot of QB'S having very good completions against good teams / just like I have seen good QBs having bad games against bad teams (NFL )...


It's extremely difficult to quantify what a QB may or may not do on any given Sunday..

Now..and I've been on this site for a very long time, people can and will complain that the QB is to acurate or too inaccurate and ask for a patch for this which will please them and make others upset. It's hard to please the masses. So if I have to manually adjust my sliders for inaccurate passes I'm fine with that..
 
# 362 4thQtrStre5S @ 05/19/15 12:30 PM
Another game issue I really hate, is the replay system...If a fumble occurs and you recover, and a review is triggered, you know the fumble will be overturned...

IMO, the review system should be taken out and time should be spent on game play fundamentals..
 
# 363 PSUEagle @ 05/19/15 12:39 PM
RE: debate on randomness and making player attributes matter

I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
 
# 364 SonsUfPonarchy @ 05/19/15 12:44 PM
I just don't see how these folks can state how emphatic they are at creating a better sim environment, then turn around and launch an initial marketing campaign based on the player taking even more control of the QB/WR/DB outcome and highlighting button-mashing features, for lack of a better term, as one of the new improvements to '16.I get it, from a marketing standpoint, but it's disingenious.
 
# 365 The JareBear @ 05/19/15 12:45 PM
Quote:
Originally Posted by PSUEagle
RE: debate on randomness and making player attributes matter

I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
So you feel that a guy with 70 accuracy should play the same as a guy with 90 accuracy as long as it's the same elite gamer holding the sticks?

Not trolling here, sincere question just to make sure I understand your point of view
 
# 366 howboutdat @ 05/19/15 12:52 PM
Quote:
Originally Posted by Big FN Deal
I sorta agree with this but I disagree about the pre snap part because for me, preplay adjustments in Madden are out of control, offensive and defensive. I'd much rather see things like disguise coverage be a part of the playcall screen and/or team management game planning. I think when they first added it I was wondering why every play in the defensive playbook didn't just have a "disguise" option in the playcall screen, allowing the play to be called "normal" or "disguised", like they have for "flip".
Yeah i can agree there. It dont have to be pre play adjustment , just used that as my example because that how it was in m25 . My Main point was, we should be able to disguise ANY d play . Not just a handful. I personally like your idea, let it be something where u just press R2 before picking play , as u mentioned above, Main thing, let it be an option for all d plays, not just a few .
 
# 367 PSUEagle @ 05/19/15 12:59 PM
Quote:
Originally Posted by The JareBear
So you feel that a guy with 70 accuracy should play the same as a guy with 90 accuracy as long as it's the same elite gamer holding the sticks?

Not trolling here, sincere question just to make sure I understand your point of view
I gotcha.

I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.

In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).

In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.

My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.

Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).

So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
 
# 368 SolidSquid @ 05/19/15 01:22 PM
Quote:
Originally Posted by PSUEagle
I gotcha.

I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.

In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).

In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.

My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.

Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).

So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
It's the catch 22 with not just madden but sports games in general. User Control vs Ratings. While I understand everything you said I don't agree with it. When I play nba2k I'm forced to tailor my game plan to the pieces I have on the court based on ratings. If I'm Clippers I'm pounding the ball inside and throwing lobs, looking for JJ to hit those 3s and using CP3 in the pick and roll. I shouldn't be able to shoot 3s all day with Griffin and Deandre bc I'm able to hit the perfect release. When I play the show I don't pinch hit for the pitcher and leave the batter in to pitch the next half inning, why? Bc even if I get a perfect release he's still gonna get torn up.

In madden if I'm playing as the Jags i should know/expect Bortles to have a couple bad throws. So I would tailor my game plan to that by maybe limiting his attempts or not throwing certain routes.

Like you said some qbs do things better than others but it's not reflected very well if at all in madden.
 
# 369 PeoplesChampGB @ 05/19/15 01:45 PM
I havent played NBA 2K in a few years but I distinctly remember having an option to base shot accuracy on stick skills, real life percentages, or both. Why cant Madden do something like that with QB Accuracy? It would satisfy everyone.
 
# 370 4thQtrStre5S @ 05/19/15 01:47 PM
What it boils down to is, EA/Tiburon cannot seem to get uniforms correct, how can anyone truly expect them to get football fundamentals and physics correct?
 
# 371 4thQtrStre5S @ 05/19/15 02:03 PM
As I have stated before, I believe attributes do not have much effect in game, except for speed...Sliders do something that effects gameplay, but there seems to be no rhyme or reason and no one at EA has been forth coming with slider info...So, with that:

Lets accept that most professionals are very close in basic attributes; they are professionals, yes? So, with that, it must be determined how many pro bowl type players are on any given team and truly make them standout with working attributes....Next I believe:

There needs to be true differences between team playbooks...Playbooks generally have the same basic plays listed under the "Star" system, which means all teams are generally set to call the same game...There is no attention to making playbooks even remotely similar to the scheme of the team they are assigned to; hence we need to be able to edit CPU playbooks and assign them to the CPU team..Which then means:

With so many players in the NFL being of similar abilities, with a handful of the 2,500 plus players being pro-bowl and elite status, it seems that coaching and schemes are where it truly matters...Hence why so much focus must be made on creating solid playbooks and teams specific schemes...

Even in CFM, the ability to assign somewhat proper game play schemes to a specific coaching style should be an achievable goal...Even being able to assign playbook schemes to the roster personnel should be doable..

The time and dedication just needs to be there...EA/Tiburon may want to start by having more than one person in on the attribute settings - the apparent fact that one person handles all the attributes further supports my belief that attributes do nothing but look pretty....
 
# 372 4thQtrStre5S @ 05/19/15 02:21 PM
I have been in the middle of a little experiment; I went into "Play Now" and setup a CPU vs CPU game, Giants v Redskins, with EA default rosters and settings....

1st result with default settings and attributes, both QB's, Manning and Griffin III completed around 80% of their passes, and according to their collection of attributes for passing, throw accuracy, short, medium, and deep accuracy...Griffin's default Throw accuracy is 78 and Manning is 84, which goes in line with the base pass completion percentage...

I did a second CPU vs CPU game with the same teams, but edited their throwing accuracy attributes to range between 60 and 70; on my first run through, Manning had a completion percentage of 68.4 and griffin 74.3...A much more plausible outcome, and their passing yards were between 289 and 326 for both QB's, which is also plausible...

My conclusion is, that there may be actual ratings being implemented in the game play results, but they are too high in a number of areas, such as pass accuracy....Seems a pass accuracy of 80 out of 100 suggests a QB may complete about 80% of their passes, and my brief test seems to support this hypothesis...

Curious to get others' opinions..

In the NFL, 2014 season, there was a difference of 11% completion percentage between the top QB and the worst QB, 69.9% to 58.1%, considering a base number of attempted passes...That is a rather tight grouping...

http://espn.go.com/nfl/statistics/pl.../completionPct
 
# 373 Hooe @ 05/19/15 02:31 PM
You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.

I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.
 
# 374 4thQtrStre5S @ 05/19/15 02:33 PM
Quote:
Originally Posted by capa
4th,

After hundreds of hours testing with my classic roster, I found the same thing. QBs were rated too high if I followed EA's example. I had guys completing 78-90% on a regular basis. It should be noted I am a Coach only player but most of my testing was done CPU vs CPU.

I wound up lowering QB Accs ratings for short, medium, and long pretty drastically and saw much better results as you mentioned. I never uploaded this roster version as I was still testing but my findings support your example.

C
Thank you for sharing your observations....It seems the rating system in Madden is based and used as a percentage scale between 0% and 100%...If this is true, it should be very easy to inject the proper numbers for most of the given attributes...

I have tested speed in practice mode, using a stop watch and haven't found a glaring problem there; they generally seem to fit with 40 times...Curious though if you, or anyone else has done such tests and what were the results?
 
# 375 4thQtrStre5S @ 05/19/15 02:35 PM
Quote:
Originally Posted by CM Hooe
You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.

I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.
Yes, I have played them; it has been awhile, but if I recall correctly, they did make a positive difference to the game...

With that in mind I am going to download the FBGrating rosters again..I know there is one for Xbox One and PS4; they can be found in the Roster section here on OS..

EDIT: I just checked the FBG Madden Ratings site, and none of the attributes are showing for the handful of players I checked; anyone else have this issue? ALSO: I downloaded the FBG gaming roster for Xbox One, which were created by a community member, who I assume is not a part of the FBG site and upon initial review, many of the QB accuracy ratings are not edited or still too high, for example, A.Rodgers is still in the 90 percentile in accuracy across the board..
 
# 376 kjcheezhead @ 05/19/15 03:10 PM
Quote:
Originally Posted by Big FN Deal
I think this disconnect or disagreement is at least in part about in-game execution vs capability. All NFL QBs are capable of passing basics but much of that goes out the window on the big stage, during actual games. Now couple that with that fact that certain QBs actual have better skill sets than other Qbs and sometimes just differing skill sets. So considering Madden doesn't really do a good job of differentiating players using tiered animations for QB releases and mechanics, we're left with player ratings.

Based on that, if in Madden we have a User controlling Rodgers vs the same User controlling Manziel, in identical pass plays and coverage, yes reading the defense should be and is completely on the User, as well as where to attempt to place the pass and when to throw the pass. However where virtual Rodgers and Manzeil specific skill sets/ratings come into play (AWR/pass accuracy), is how well it's all executed/plays out. Think of it as the QBs are different firearms, you can aim dead center with anyone of them but each one inherently has varying realities with regard to hitting the target.
There just isn't enough differentiation to the players, and tethered passing helps keep the players similar. We need more attention to accuracy and ball placement with less response from wr control imo. If I try to place a ball on a wrs outside shoulder with Rodgers, it will be on the outside shoulder. If I try it with Manziel, it might or it might not. If I try it with a kicker, Lord only knows where the ball is going. That's how it should be to me. On the other side, the better wrs will get open due to ratings, but they can't magically change their routes to make up for crappy passes.

Other factors need to have a bigger impact too. Accuracy drops a little if Rodgers is hit as he throws and Manziels chances of completing as pass as he's hit should be much lower. Rolling out to your left with righties, same thing.

User control should play a roll, it just should be a lot harder with Tolzien than Rodgers that's all. I would like to see it so that if Rodgers goes down, I know with Tolzien I'm going to need a great game from me the user. Bad mechanics, pressure or just trying to hit tight windows will do me in when I can get away with it using Rodgers.

I don't care if a user puts up record numbers with Manziel as long as it's something really difficult to do. That's really the problem to me.

With Madden, it doesn't matter near enough if I'm throwing on the run, across my body or getting hit or standing in a clean pocket. The ball is tethered to the wr and placement means minimal. So say I do throw it behind my guy, I can take control of a wr, stop on a dime and make a catch anyways.

Tethered passing is for easy pick up and play and its the worst for differentiating players no matter what their ratings are. Route based passing is a must. Let's hope these new controls at least do a really good job of RBP.
 
# 377 The JareBear @ 05/19/15 03:14 PM
Great posts these last couple pages.

I like the idea of gamers being given more options on how they can play their game.
 
# 378 Reejer @ 05/19/15 03:37 PM
Connected Franchise: "as well as all-new dynamic goals throughout each game."


I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play .
 
# 379 howboutdat @ 05/19/15 03:54 PM
Quote:
Originally Posted by Reejer
Connected Franchise: "as well as all-new dynamic goals throughout each game."


I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play .
actually i think thats what they called them last year too, dynamic goals....... that sucked and still suck
 
# 380 kjcheezhead @ 05/19/15 04:07 PM
Quote:
Originally Posted by Big FN Deal
@KJ, I agree with all that in relation to Madden's issues with differentiating player performance but in the post you quoted I was just referring to User control in relation to in-game player's capabilities in general. Some people seem to equate User control with the ability to manually override any and every aspect of an in-game player vs the challenge of utilizing their aspects. It's like saying in Street Fighter whoever I choose shouldn't matter, I should be able to do every move and combo available in the game, if I have the sticks skills to pull them off, that completely defeats the purpose of having different characters with different aspects.

That said, even though I disagree with that POV, I'm all for an option to allow those that want to play that way to do so.
I agree. I guess I quoted you more to show I was commenting on this train of thought vs agreeing or disagreeing with you.

I'd like to see qb play in madden something like pitching in the Show, where user control allows you to pick a corner of the strike zone, but ratings determine how well you hit your spot. Not necessarily remove user control, just put more using the qb and a lot less on usering the intended wrs.

Options are great but I'm not sure how that would work in this case. Going from tethered passing to route based passing would involve changing the wrs responsiveness, as well as the ball trajectories. Basically the entire passing game. It's really an either or to me and they've already said these new controls are just a layer on the existing system so I don't think it'll be the route based I'm hoping for but that's what I'd like to see.
 


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