i've played about 6 games against human opponents and disagree with some of the impressions in the thread.
+ I actually like the new WR/CB catching controls. It's kind of a middle ground between having no control and having cheesy control (controlling WR's in years past). sometimes i think it's a bit slanted towards the offense but i've seen quite a few plays where the DB makes a really good play on the ball to knock it away. I need to test it out more as i haven't really gone through the catch/defense tutorials since i dont want to waste the 10 hours
+ ball physics on knocked away balls are great. i've had the ball knocked up and kind of float in the air on contested catches which ended up being picked off (ala dick S tipping that ball up in the nfl title game.... it still hurts)
http://www.twitch.tv/frenchmovietheme/v/11959657 go to 39:40 to see an example
+ context sensitive receiving animations. some of these are absolutely incredible to me. i had a PA comeback route last night by boldin (
http://www.twitch.tv/frenchmovietheme/v/11959657, go to 13:10) that i really liked. i've seen this type of thing here and there and really like it
+ inaccurate passes. this was a bit in the game last year but its been turned up this year. i've had a lot of bad passes with kap. i felt 2 years ago, 95% of the passes were either caught, picked or knocked down. last year i'd say that number went down to about 80-85%. its looking much lower than that this year (QB pending of course!). i like that a lot
+ seems that speed isn't the only thing that matters in RB this year. last year i had multiple near-2000 yard rushing seasons with lemichael james. why? cause he had a 95 speed and a 97 acceleration. in my time so far (again only 6 games!) it is much tougher to get loose. the ends set the edges well and you really have to poke and prod to get that space. still some issues (to talk about in a moment)
+ back to the new receiving controls, this is important to me for a few reasons. i'm sure people from both madden leagues here on gaf would attest to the fact that last years game become somewhat of a chore defending slants and drags all fucking game. why were slants and drags run all game? because you would not dare throw a deep fly, even in 1 on 1 coverage, unless your WR had 5 steps on the CB. the reason is there was about a 75% chance that ball is picked. not good odds. there are issues with the new catching mechanics but i feel that it opens up at least the possibility to take some shots, to throw some outs, to throw some comebacks on crucial downs because you have a fighting chance to come down with that ball. this (presumably...) opens up more variety on what you will see against your opponent
+ Online franchise mode menus are so much better and quicker. Take your roster... it's all on one page now! you can easily select adjustments there. ALSO, and this is a huge one for me, when you look at a players stats in franchise mode all of their important stats ARE ON ONE PAGE (like a player card) where you can easily see them (rather than scrolling left/right). For instance, i checked out Gabberts states. It has all the important QB stuff: speed, throwing power, accuracy, etc. know whats not there? pass blocking, zone coverage, etc. because who gives a shit! This makes it nice and easy to comb through FA's you might want to pickup or see where some of your players may be lacking
+ Another great addition is the scouting. Again the menus are much faster! even better is the prices for scouting are more reasonable and the scouting method itself is much smarter. I tested it out and simmed to mid-season. By that time i had 320 scouting points. I checked out the incoming rookie class. scouting NOW works that you can unlock their best 3 attributes for a total of 15 points. I was able to unlock a safeties best 3 attributes for 15 points and it says after the superbowl his combine stats will unlock. fantastic time saver vs. last year scrolling through all the menus of all the positions, choosing the guy you want to scout then randomly picking what you might want to know about.
+ THANK FUCK you can now reset any player who is under 50 confidence back to 50 confidence. I wish you could set ANY players (above or below) back to 50 but this is a good step. It just wasn't fair last year because if you got in a hole and had a guy with 15 confidence it would basically be impossible to get him back to even.
+ DRAWING PEOPLE OFFSIDES WITH THE HARD COUNT! fucking finally seems to work this year so these dickbag cowards who just play D-lineman and sit back in cover 3 all game can #getrekt (you know who i'm talking about!)
- Hurry up still seems too fast. i think it should take you at least 10 seconds to come up to a line in the middle of the field, maybe a little less if its a goal line hurry up since everyone is already there
- running seems to be extremely tough but i haven't practiced too much with taking the handoff to see if that improves. although i like the improvements (stated above) i think its still slanted a bit too much for the defense. "getting skinny" context doesn't always happen when it should.
- Framerate is very inconsistent. I only play online so i'm not sure how this is in singleplayer but i've had some slowdown and issues with the framerate. Hoping they fix it or its better on ps4 (where i'll be playing)
- No substitution packages. WHY!? why the fuck is this so hard EA? really makes the depth on your team kind of meaningless because i'm not going to go in every game and manually adjust shit in each package. i don't have time for that when i'm concentrating on my opponent
- for all of my optimism with the new catching controls, i have seen instances where a guy "aggressively" catches the ball with 3 defenders there that he has no business catching. i get that sometimes this happens in real life but it is still kind of frustrating. we'll see over the long haul. i can live with it here and there but iff that's happening multiple times a game that is frustrating
+/- on the injury front i dont know. i have seen a few injuries, and i like that they happen, but in 6 games i haven't seen one injury to an offensive or defensive lineman. this has been a problem for years with madden and again it makes depth on your team meaningless. keep 6 lineman on your roster since you know you'll never see an O-lineman injured
- penalties. weren't there supposed to be more? hard count mentioned above aside, the only penalties i've seen is the stupid ass glitch encroachment (where you're coming out of the huddle and get the flag, wtf?)
? - i don't give a shit about presentation so i'm not going to comment on it. i will say i enjoy one aspect of the presentation and that is now your weekly goals in franchise are shown on screen during gameplay, which is a good thing. commentating still sucks dick "WHOA WATCH OUT FELLA LOOKS LIKE A BLITZ MIGHT BE COMIN'!" thanks for tipping him off you dumb motherfucker phil simms
anyways those are my impressions. i dont anticipate i'll call the game great this year. it's alright, not much different from last year but the additions are definitely a good thing and i will enjoy it. if you were kind of meh on madden last year you'll be meh on it this year. if you enjoyed it last year this is more of the same with some good improvements but nothing mindblowing