
“Skill-Based Passing is designed to give you even more control over every pass you throw by combining a new passing meter to dictate your power and trajectory on pass and a new control for pinpoint precision. Many of the details sound similar to previous Madden passing game focus areas. Passing the football has seen a massive overhaul with a multi-layered concept called Skill-Based Passing. If it works as explained by Oldenburg and Dougan, and the initial feature reveal, it could single-handedly increase the fun factor in gameplay. This system will produce more organic, dynamic moments that are reactive to the action on the field making gameplay less predictable, while also offering more control.” For example, if a defender misses a tackle attempt, that player can take out a teammate by tripping him or hitting a ball carrier at a bad angle can force him into a stumble or out of a tackle you can even knock a teammate off of an ongoing tackle. “Any collision on the field will now lean on our FieldSense system to determine if they should branch to a stumble or fall, both during the play and after the play is over.

STRAFE MADDEN HOW TO
Have all the developers watch NFL football this weekend, then have them play the game of MADDEN, then have then talk about how to make the former come closer to the latter.Those six components are: Hit the Pile, Stand-Up Tackles, Hitting Blocks, Mid-Air Knockouts, Add-On Blocks and perhaps most importantly, Branching and Physics Tech. but Madden is gonna stick to the playbooks from the 90's The NFL uses a lot of play action, jet motion, and screen game. but its the CPU, urgency only sets in under 2 minutes. You're down 4 scores in the 3rd its time to go for it on 4th down. But then I think the CPU game play is bad.Ĭlock management for the CPU is pretty rigid. Sometimes CPU HBs have wide open lanes, but say, na, I'm gonna take a hard right here, and slam into a defender, I dont want the big play. I mean I'll take it when a QB panics and heads for his own end zone, but it looks a little silly. It seems hard to run forwards after an offense player starts to run backwards, which probably doesnt happen for real players.Īnd QBs dont run backswards to avoid a sack and give up 15-20 yards, they just go down and mitigate the damage. If a DB ever gave up a pass and just stood there, waiving his arms, he'd be cut the next day. This isnt the NBA where a player stops playing to argue with a ref. The animation where after a DB gives up a big play, and then he stands there and complains, and stops playing football needs to go away. Usually the DB starts off running the wrong way because of the camera view spin.ĬPU intentional grounding remains terrible. Then again the Pick-6 would be all the time. So on an interception, I'd love to see my DB roll and hit the ground running, as opposed to laying and waiting there. Real NFL players get off the ground very fast, they dont fall and then give up, or not be able to get up. Like the ricochet catches, or the fumbles. I would be getting constant pressure, the CPU would never move the ball, the blowouts would come early and often, and so the CPU needs a way to win, without actually playing. Because if it didnt pop the strafe glitch. EA cant get the line, or the backs to block, so it decided that this strafe glitch would cripple the user controlled player on important plays or possessions, so the CPU can get yards and impose its will.

Its used by the CPU to hang up a linebacker on key plays. This strafe glitch is designed to make madden actually work. For whatever reason EA refuses to fix the glitch, that wasnt there when the game was released. you will see the player do a little hop, then be stuck in strafe for the rest of the play. Maybe I'm the only one experiencing this, but during presnap movement on defense, if you are moving your player ever so slightly, because he cant walk, he either runs, or stands still.
