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OS Scores Explained Madden NFL 15 Overview (PS4)
Pros
Gameplay is finding a true balance; new defensive mechanics; graphical presentation elements; very pretty looking
Cons
Simulated stats are broken; commentary is just bad; still a few legacy gameplay issues; playcall screen problems
Bottom Line
A football game which finds its true strength on the field in the gameplay. With patches, will be a must-own title.
7.5
out of 10
Madden NFL 15 REVIEW

Madden NFL 15 Review (PS4)

Madden NFL is a series which has always been under the most intense of microscopes in the sports gaming community. It’s almost like Madden is a Kardashian, with its every move being dissected and broken apart on a level that would make any other sports game crumble.

Despite all of this, Madden does continually give a good and solid NFL experience most years, but is still flawed in one way or another. The past several years we have witnessed Madden fixing one set of problems, only to see a new batch arise from those fixes. I have long said football was a difficult sport to program for, and it certainly stands to reason that is the case. However, despite all of this, Madden sells extremely well and has seemed on the cusp of making it to the level of the elites in our genre for a couple of years — but it has ultimately been held back by something.

Madden NFL 15 is no different. On one hand, the game is a blast to play. On the other, it’s "maddening."

Gameplay

New this year in Madden is the emphasis on defense within the gameplay. This may be the first year in a decade in which Madden has gone to such painstaking lengths to improve the experience of playing defense.

It has been long overdue.

The new pass rush tools which have been introduced, along with the new emphasis on blocking, have made trying to bullrush the QB a much more satisfying experience. What was once a task full of tedium is now a fun mini-game each down. It seems weird to say it, but I almost found myself wishing there was a way to see how much I was in the head of the OLine I was working through the whole game. The short version of this is: what was once tedious and no fun is now fun.

Cameras were added in and reworked this year, with you now having the ability to change your view on the fly in-game. This is such an obvious thing that it’s amazing it’s not a universal feature in sports games at this point. The ability to change your view quickly and seamlessly pre-play is intuitive and fast. The new camera angles all have their uses and someone will enjoy each of them. I personally found myself using the second zoomed out view on offense, and the over-the-shoulder defensive view most, but each angle is workable.

Gamers feared the tackle cone was the vision cone (circa Madden 06) reborn. This is not the case at all, as the tackle cone is nothing more than a minor distraction — and the new tackling mechanics are certainly better than the old ones. Once again, the Madden team took a piece of the game which was rather boring and added a fun bit of risk/reward to it. You can choose a more conservative wrap-up tackle, or you can try for a big hit which may cause a fumble. I have delivered big hits with no consequence, I have delivered big hits which jarred the ball loose for fumble touchdown returns, and I have completely whiffed and given up several extra yards. You must give it some thought when tackling, rather than mindlessly pressing a button like years past. The Madden team did a good job here.

Better overall AI, with much improved DB coverages, have also been touted by EA this year. Players cover their zones much more effectively and make s more aggressive break on the ball. I found that your passing window have indeed shrunk in Madden this year — and I’m sure some people are going to complain passing is too hard. Throwing deep balls this year is not a good idea if the defense is running any type of deep zone. You will be throwing into traffic, and likely piling up interceptions.

A big problem I did find was that sacks can get out of control without slider tweaks. If you have an advantage over the OL you are facing, you will oftentimes get a lot of pressure and sacks on the QB. AI QBs don’t react to the increased pressure well, as they oftentimes hold the ball for a sack rather than getting rid of it quicker or throwing the ball away. One fix I did find was to tweak the computer pass blocking sliders, which sometimes gives the QB a ton of time to throw — but the sack numbers were much more realistic that way.

There is a clear differentiation between the bad QBs and the good ones. You can clearly tell the difference between a Peyton Manning and a Matt Cassel. When it comes to completion percentages, NFL QBs are typically not slouches and the difference is not as large as you would think from elite to average QBs. Last year, Phillip Rivers led the lead in completion percentage at 69.5 percent. Robert Griffin was 25th in the league at 60.1 percent. Madden is likely skewing a bit too accurate still from my in-game experience, but the stats are a fairly realistic spread from the bad QBs to the good ones. The pass lead tuning is fantastically done and is an oft-overlooked great feature of this series. I have been able to place the ball generally where I wanted it (dependent upon my QBs skill) by leading the receiver a little or a lot.

I did work trying to find true money routes in this year’s game and there wasn’t any that worked universally against every defense that I could find. Screens used to be automatic, but if a team is dropped in a umbrella zone, your screens are not going anywhere. Slants can work, but there are defenses to counteract that. If anything, man coverage tends to be a bit loose still — as zones tend to be the more effective defense this year. However, my initial tests seemed to indicate there were ways to beat every route on defense — but just as in the real NFL it’s impossible to account for everything in the secondary.

The running game didn't get a whole lot of work, sans the fact that defenders can break off blocks easier; holes close up much faster than last year. This is especially true on outside runs, which have been toned way down. Running outside required you to read the defense and react appropriately to what they were running. I have broken 40- to 50-yard runs on the outside and through the gut, but my average yards per carry has been around 5. This is possibly a tad high still, and it’s likely due to the DLine not properly engaging on run plays — however my initial findings have been when you are wanting to stop the run you can.

Player interactions in the open field, between DBs and WRs namely, aren’t as robust as they could be. This is a well known issue in the franchise, and while I think it’s overstated somewhat, there are several little things the game does need to do better to make this aspect more realistic. The new catch animations help, but both players jockeying for position is something which doesn’t happen all that well.

The physics have seen a few tweaks, with even more realistic changing of momentum and speed. You will be able to tell when you have a truly elite runner at your fingertips vs. a more slow and lumbering player. From last year to this year, this has simply been more refined. Gang tackles are a joy to see, as I have seen large piles form at times, although as weird as it is to say, players don’t properly ‘stack’ when piling up. There are still a few wonky physics moments, but other great games in our genre also have these strange moments.

Short yardage situations are probably the biggest need to get ‘right’ with the physics in the future, as you typically will see offensive and defensive linemen engage each other when in reality defensive linemen are looking to disrupt the line of scrimmage and allow LBs and DBs to make a play on the ball. This often results in piles forming near the hole or along the goal line in the real NFL, which doesn’t happen in the game.

The new kick meter seemed too easy to me. I was able to coffin corner punts with little issue, and field goals became even easier. It does seem like kickers are more differentiated between average and elite kickers though, but it seems like its more geared towards kick power than accuracy. It would be nice to see accuracy on kicks much more variable.

Presentation

A good chunk of presentation really moved forward this year. EA brought in Brian Murray, a producer at NFL Films, to try to recreate the NFL experience within Madden.

It looks the part now, it even somewhat sounds the part, but it’s still not great due to bad commentary.

The visual elements, with new in-game seamless cuts, make the entire experience so much better. Even the added commentary/presentational elements add to the experience when it comes to new stat banners and the new lines from Phil Simms and Jim Nance. Real NFL jumbotrons are now in the game, which really does add a small bit of flair to the package. Work was clearly done on crowd, player and in-game stadium audio. But I cannot get over how poor the commentary is this year.

For instance, with timeouts you will get realistic cuts of players running over to the sideline with bumper music playing and the scene fading out as you would with a real NFL game. It’s really an excellent visual treat. However, the whole experience is ruined when you fade up from black and the commentary team is saying the wrong names of players on the field or worse, when they are completely misrepresenting the graphic up on the screen. At one point, I had the commentators say my defense was so bad, you could more easily measure its output in miles than yards — the only problem is the graphic showed we were the No. 1 defense in the league and were dominating at the time in the game.

It’s things like that which make what is an overall well done package and just stomp dirt on it. I have no hesitation in saying 75 percent of Madden’s presentation is so well done, it rivals the rest of our genre. If the commentary could somehow come up to an elite level, Madden would be among the best presented games period.

There are actually new elements within the presentation as well. There are now new pre-game and halftime shows, hosted by Larry Ridley, which are both executed quite well. The commentary within each are somewhat limited but at least they stay on point. We still don’t have highlights of other games or even scores presented from other games, which would be a huge bonus at some point in the future, but this was a good and honest first effort.

New Playcalling

The new crowd-sourced playcalling system seemed to be nothing more than a gimmick to me, and really it is just that. The problem with the recommendations is that they oftentimes do not fit your current situation. I’ve had a suggestion to run an Iso on 3rd-and-18 and four verticals on 3rd-and-1, so the recommendations engine likely needs some work.

Another problem I have is that the playcalling system has become convoluted and too complex for its own good. The different options offered are great, but having so many different ways to call plays has gotten to the point where it’s almost a sort of sensory overload. To me, it makes much more sense to ask a player how they want to call their plays and having the menus default to that. As it is, it appears developers were insecure about players not using the new recommendation playcall engine and you are forced to back out of it every time play resets on the field. I kid you not, I have to back out of the recommendation menu every time to get to the proper playcall menu.

Another gripe I have is there is a weird lag in the playcall menu that results in you overstepping your desired destination. That along with the idea to change the default playcall buttons and arrange them in a confusing order just seems to be a case of fixing what wasn’t broken. You can still go back to the old way in terms of button order, but this just seems to be one area of the game where developers have tried to be too innovative and featured filled that it has actually begun to detract from the experience rather than add to it.

There are a few bugs within the playcalling system as well. Sometimes formations don't show the right plays, and sometimes you'll see your screen blank out leaving you with no options to get the play you want. Perhaps most frustrating is that since the game insists on suggesting plays, when you need to not do a punt or field goal and time is of the essence you almost have to burn a timeout to get the play you need, otherwise you have to move out of the suggestion menu to get the play you want. The playcall screen is going to need a smarter overhaul next year.

Connected Franchise

Connected Franchise is the bread and butter offline mode, where you can be any NFL player, coach or owner, and lead your team to glory. Overall the experience has changed quite a bit on the coach and owner side of things, with you now being required to allocate points towards game prep each week. This can include simply building up your team with XP (which is spent to progress players however you like) or you can increase confidence of your existing players who are low on confidence.

This sounds gamey, but the implications are vast. Do you hire a coach (as an owner) who is a development (XP) specialist but who can’t motivate well? Or conversely, do you hire a master motivator who will get the most out of your players but who isn’t as good of a developer?

You obviously want a coaching staff to match your philosophy with your team at the time, because it will affect your long term goals. At the same time, you will also see your play style, coach style, and franchise history all play parts in how easily you can land free agents. You can sort of see a hint of NCAA Football coming through with free agency, although the lack of info in the menus is a sad development. The draft seems ok, I only went through two and you have fairly typical options, it's neither bad nor great, simply good.

One beef with Connected Franchise is that the financial models are quite simplistic. It seems as if the mode has dumbed things down to the lowest common denominator so everyone can run their own NFL franchise. I am very disappointed at the design decision to remove stats from the free agency screen as well, while ratings are great, I’m just as interested in what a player did the previous year as I am their overall rating. Maybe that’s just me.

The menus can be a bit convoluted at times too, as there are a few ways to make things simpler for you. However, sports games tend to get convoluted menu systems as their franchise modes deepen, I’m not sure why this is, but it seems to be a universal truth.

The stats from the simulation engine this year also need some serious work. Quarterback's touchdown-to-interception ratios are out of whack, and defensive stats (sacks in particular) are inflated. I’m sure this can be tweaked with a patch, but there are definitely issues out of the box with simulation stats. This part of the game is broken as-is though, with serious problems.

Another area that appears to have some pretty big problems revolves around progression and regression. Corroborating my experiences with others in the community has led me to believe there may be some serious issues with how some positional players progress, especially QBs. This is going to take a bit more investigation, but I know enough to say it's not working right in some respects, so that is being noted here. It seems some positions seem to do just fine. In fact, some are better than last year, such as Running Backs. But due to the funky statistical output it seems that QBs, at the very least, are having issues with their ratings progressions.

Other Modes

We will have a deeper review of Ultimate Team and the Gauntlet/Skills trainer in later articles. However, from my initial findings both are actually quite well done this year.

Ultimate Team in particular has seen an overhaul, with contracts now being considered a currency and not an asset you own. This will change how you manage your team, which is now helped by improved menus for that sort of thing. It will take much more time to determine if Ultimate Team is a big win this year, but the initial indications are the mode is better than ever this year.

The Gauntlet mode was no doubt inspired by Tackle Alley from backbreaker, as some of the same types of games are done within it, along with other crazy variations like kicking a field goal in a Category 5 hurricane. Granted, the latter wasn’t nearly as cool when you noticed the sun shining down on the field and things weren’t ripping apart around you…but I digress.

The boss battles in Gauntlet are well thought out, and the challenges are well done. My biggest beef is Gauntlet is kind of hidden within the Skills Trainer menu and not in the open for more people to see it. Most likely, this means the mode won’t get the attention it deserves — as I think it’s a fun party game for people to play with Madden. Gauntlet is a good beginning, but will seriously need more visibility and even more creativity in the future if it wants to become a mainstay in the franchise.

Online has tended to work for me. I played two games, both with little issues. However, with launch day not here yet, there is literally no way to know what kind of issues are going to pop up. As is standard procedure now, I am only qualified to talk about the options with online play rather than the experience. When it comes to options, they are standard fare for sure. I dare say it’s pretty vanilla. The ability to play your Connected Franchise with friends is obviously a big bonus, but it would be nice if more thought was put into online in the future. Ladders/leaderboards, tournaments, stat leaders — why not make this stuff a huge part of the online experience?

Final Thoughts

Madden NFL 15 is a better, smarter, more realistic version of Madden football. Longtime fans are going to love this game, while casual gamers may not have their mind changed.

What Madden does great this year is take elements of the game which were boring, like playing defense, and add something to that to create a clearly better overall package. There are still flaws with the game: you won’t see penalties called often and injuries aren’t a frequent occurrence. On the same token DB/WR interactions are not where they should be, simulated stats are broken at this point, and there are no more words to describe how bad the commentary is at this point despite the added lines and more fluid delivery.

There is no doubt in my mind Madden is a very well put together package that, with patches, will be well worth any football gamers hard earned money. Despite that, the condition of the title at launch leaves a bit to be desired. The playcall menu has some serious bugs, and CFM has some major simulation and progression problems you cannot overlook. On top of that, there are still some legacy issues which the game still finds itself fighting. Madden is no slouch and users who have no agenda going in except to have fun will find exactly that. If you are an NFL fan and someone who has enjoyed Madden at all in the past, this is the best edition of Madden yet and also the best playing game of football on the field you will find.

If the CFM and playcall menu problems are fixed, and perhaps the commentary problems -- this game is easily deserving of a higher score. The on-field gameplay is its strongest suit, and users looking for a fun football experience will find just that with Madden.

Score: 7.5 (Good)
What this score means


Madden NFL 15 Videos
Member Comments
# 21 scottyp180 @ 08/22/14 06:17 PM
This sounds positive but I am always hesitant when it comes to madden. The defensive improvements are very encouraging and is one of my biggest gripes about the series for years, excluding nagging legacy issues. I don't remember ever having fun on defense in madden, which was a reason I loved the 2k series. Hopefully defense feels as good as it sounds, especially tackling. Countless times over there years I've missed tackles simply because I thought my player was in range but instead I whiffed. Chris can you reassure my fears?
 
# 22 RaychelSnr @ 08/22/14 06:20 PM
Quote:
Originally Posted by scottyp180
This sounds positive but I am always hesitant when it comes to madden. The defensive improvements are very encouraging and is one of my biggest gripes about the series for years, excluding nagging legacy issues. I don't remember ever having fun on defense in madden, which was a reason I loved the 2k series. Hopefully defense feels as good as it sounds, especially tackling. Countless times over there years I've missed tackles simply because I thought my player was in range but instead I whiffed. Chris can you reassure my fears?
Defense is hugely improved, especially if you play on the line. The over the shoulder view makes it much more fun, and the on the fly camera changes make experimenting from play to play so easy. You'll need slider tweaks, but the foundation is there for a much more fun experience on defense.
 
# 23 bxphenom7 @ 08/22/14 06:21 PM
Quote:
Originally Posted by Mauer4MVP
But to an individual, that is all that matters.

For example, Big Bang Theory is flat out horrible. But to an individual that likes the show, should it really matter to them what I think?
First, I don't mean any disrespect. You're right, it doesn't have to matter to him. But he were to come saying to me that show was a good show, then he'd be wrong. For example, I bought the first Amazing Spider-Man game. I bought it because I like comics, that's a taste of mine. Yeah, i enjoyed. But i could never say it was great or even good, I'd say it was decent at best. Even though I enjoyed it overall, I still saw all the flaws that were mentioned in reviews and how exactly the game held up to other games in general, and in its genre, like a Batman: Arkham game. That's accepting ignorance if you blindly say something is good/bad because you like/don't like it.
 
# 24 Mauer4MVP @ 08/22/14 06:26 PM
Quote:
Originally Posted by bxphenom7
First, I don't mean any disrespect. You're right, it doesn't have to matter to him. But he were to come saying to me that show was a good show, then he'd be wrong. For example, I bought the first Amazing Spider-Man game. I bought it because I like comics, that's a taste of mine. Yeah, i enjoyed. But i could never say it was great or even good, I'd say it was decent at best. Even though I enjoyed it overall, I still saw all the flaws that were mentioned in reviews and how exactly the game held up to other games in general, and in its genre, like a Batman: Arkham game. That's accepting ignorance if you blindly say something is good/bad because you like/don't like it.
Why would you like something if you thought it were horrible? I kind of get what you are saying. Everyone has their guilty pleasures.

But if you really didn't like something, you probably wouldn't think it's good. And if you like something, you probably will think it's good. It's opinion based.

(And I probably do this just as much as anyone).

Now if you don't like Breaking Bad, GOT, or the Wire, then GTFO (just kidding)
 
# 25 Mauer4MVP @ 08/22/14 06:27 PM
Didn't say it yet, but thanks for the review!
 
# 26 Cowboy008 @ 08/22/14 06:27 PM
Good review. Looks like I won't be starting my real CFM until they patch some stuff.
 
# 27 scottyp180 @ 08/22/14 06:30 PM
Quote:
Originally Posted by bxphenom7
Not really. You liking something doesn't determine whether something is good or not. Quality is quality and mediocrity is mediocrity. There are always standards to be met. For example, you can like Alien: Colonial Marines, but if you're convinced that's a good game, you're flat out wrong. Liking and disliking comes down to tastes, and does not dictate quality. Same way you may not like The Last of Us, but for you to say it's a bad game is also flat out wrong. There are standards in the industry, in any entertainment industry, and as consumers we trust critics to uphold these standards in evaluating games/products.
That is completely missing the point. He never said people had agree with him or that his opinion is the right opinion. Nor did he say this review or any review doesn't matter. All he said is that the only thing that matters to him is whether or not he enjoys the game, which is a good perspective to have. There are people who have the complete opposite opinion of him where they simply dislike the madden franchise and no matter what people say, unless the game receives a complete overhaul, they will still dislike the game. Nothing wrong with enjoying something that is generally disliked or hating something that is generally loved. Different people, different opinions.
 
# 28 bxphenom7 @ 08/22/14 06:39 PM
Quote:
Originally Posted by Mauer4MVP
Why would you like something if you thought it were horrible? I kind of get what you are saying. Everyone has their guilty pleasures.

But if you really didn't like something, you probably wouldn't think it's good. And if you like something, you probably will think it's good. It's opinion based.

(And I probably do this just as much as anyone).

Now if you don't like Breaking Bad, GOT, or the Wire, then GTFO (just kidding)
It's more how much the flaws break your game to the point where your taste in the source material doesn't even matter. I didn't even give the sequel game a look with that reception. "Guilty pleasure" is a great way to describe it. When it comes to quality of a product, there is a huge amount of objectivity that has to be present. People are overlooking that and just going with subjectivity. Of course, reviewers themselves can be on opposite ends of scores, but it's incredibly easy to weed out which ones are reliable with cross referencing.

See, I love Breaking Bad, I'm sure there are people who don't. I'm not a fan of Game of Thrones, but I'm not going to deny that it's a well developed show. You would have every right to look at me like an idiot lol
 
# 29 Retropyro @ 08/22/14 06:39 PM
Seems every game releases with a day one patch so I'm guessing M15 will be no different. I'd love to see the notes on that update.
 
# 30 dkp23 @ 08/22/14 06:48 PM
EA needs to change the playcall screen as it was for next year. There wasnt a reason to change it, all they did was change the scrolling direction, but the screen is essentially the same and now laggy. The playcall screen is this years stratpad. Now change it back.

Overall, only played a few games, game plays relatively the same without the arcade type momentum. Being able to zig zag, will paly more and find out more. Decent improvement to m25, but m25 was such a bad game.
 
# 31 OPDriver @ 08/22/14 06:50 PM
Could the playcalling menu be patched back to the old style or at least a option in the menus to make it old style? Kinda like they did with hot routes and the pre-snap adjustment controls in the past.
 
# 32 Primo80 @ 08/22/14 07:03 PM
My relationship with madden football is like having the same girlfriend since high school who really let herself go. Like shes fugly. I cant get another one cuz she's literally the only one who will date me in the whole world. She can go to the store once a year and come home with some new swing or a crazy pillow but... well, you get the idea. I can't give the Madden team props for their game since 05. Ive owned every year's Madden, ever since 01. They have impressed me here and there, but in a video game market, they have not released an innovative product that I can recall besides the 2001 model. Thats the first football game that had me saying wow. The last was 2k5.

05 was the hitstick, 06 was the miserable next gen atrocity, 07-12 ???? Fight for the fumble, pro-tak, weapons...thats all I can think of in no particular order. 13 was physics, 25 was pretty solid I wont lie but still an incremental change that had its yearly, year long, lingering issues.

The Madden team has proved, since they introduced 3D graphics, that a yearly cycle doesnt allow the progress, innovation and quality that is possible and that loyal fans expect. Im going to buy it. I'm absolutely an addict to videogame football and I want the newest, updated iteration every time it comes out since I play season upon season. But EA hasnt done anything in 10 years to take the bitter taste of exclusivity out of my mouth and they never will. Thats not to say I wont buy 15 and play it to death. If I had scored every season of Madden halfway through each game's effective life cycle (6 months), I dont think any of them would have gotten a 7.5. A 7, or above average at most for the best one (25 if I had to choose). Damn, every post turns into a rant.
 
# 33 leathrneck34 @ 08/22/14 07:20 PM
Good review Chris and I have to believe they will patch the sim issue and progression and regression in the first major patch they release. If not then I will not have my copy long. However, if they do and it holds the same value to me it has with other's who have either played early access or have a disc. This version of Madden could possibly be placed in my Top 5 Maddens of All -Time.

I will only really know once I haver my copy of Madden Tues and get some time with it myself.

But again Chris good review as always , very detailed and to the point.
 
# 34 DePounded @ 08/22/14 07:21 PM
Wow this is pretty harsh review lol. I would score it around 8.5. I agree that the commentary lacks polish (seriously, Nantz says at the end of every game that it is a game we will always remember despite the fact that it was a blowout), but EA has always struggled with commentary in its sports games. I would rather have better gameplay and suspect commentary. Also, I haven't encountered any bugs at the play calling screen, but I do agree that having to navigate from the community play calling screen to regular formations is annoying. Haven't played CF so I can't comment on the stat tracking. Still buying on launch and hopefully these issues will be fixed with a patch.
 
# 35 OrganizedChaos @ 08/22/14 07:23 PM
All I needed to hear was that every offensive play has a defensive stop to it. I play Madden to play simulated football, I wanna get back to M13 where I can ball hawk with my SS or my weakside LB and make users pay for pre reading their pass reads due to broken AI and jagged defensive user controlling that pull me certain ways with out me controlling the player. Thank you Madden 15, the user Pick Six is back.
 
# 36 LorenzoDC @ 08/22/14 07:23 PM
Quote:
Originally Posted by Armor & Sword
Excellent review. I gotta believe we will get a comprehensive patch to address sim stats which are probably directly affecting QB progression.

I can see if that patch does indeed come through his review would be at least an 8. That and the wonky commentary on stat swipes brought the score down. Plus Chris does not like the new play call menu.

But gameplay wise this game looks like a feast for Madden fans!


Can't wait till Tuesday!
By the same token, for those who only play the game offline in CFM, the review really equates to a 6 or 6.5 at this point, as the mode is broken.

That could change with patching, but that's where the game is now for offline CFM players.
 
# 37 Pirate @ 08/22/14 07:46 PM
Quote:
Originally Posted by MMChrisS
Smartest man in the room thus far
Couldn't care less... Get that right, then we can talk about smart.
 
# 38 TypicalPhenom @ 08/22/14 07:52 PM
Hate the "no stats on free agency screen" part. Hated it last year. Like you said, ratings are fine and all, but I want to see what the actual production was.
 
# 39 garyjr33 @ 08/22/14 07:55 PM
why did this game get a 7.5 when madden 25 got an 8??? I am quite confused by that because the general consensus seems to be that this game is better from what I have gleaned so far.
 
# 40 bxphenom7 @ 08/22/14 08:08 PM
Quote:
Originally Posted by garyjr33
why did this game get a 7.5 when madden 25 got an 8??? I am quite confused by that because the general consensus seems to be that this game is better from what I have gleaned so far.
Madden 25 also got a 7.5. Standards change. Definitely one of the many reasons Madden can't catch up with its peers like MLB The Show and NBA 2k
 


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