Madden 20 Beta Experience: A positive experience from a game not quite done yet.
After spending the weekend scouring the ins and outs of
Madden 20 via the closed beta, I found
myself asking one question…Is it August
2nd yet? While the game is still being worked on you couldn’t help
but feel as if the game play finally fulfilled many of the promises we had been
given over the past couple releases. That is not to say the game doesn’t still
have its flaws, some of which should be fixed before launch others that sadly
will probably wait until next year, however overall Madden 20 is set to feel
like a refreshing experience for a title that has been somewhat stagnant the
last couple years.
Locomotion upgrades are noticeable
From the second you start the game in the pro bowl the
game play jumps off the screen. Every year people who play the game early will
say that it “feels better”, however this year, thanks to continued locomotion
upgrades, that feeling is real and it’s spectacular. Running the ball
offensively is where you notice this the most, both with a HB after the hand
off as well as in the open field with a WR. Nothing is quite like getting in
and out of cuts with the one cut mechanic as it is a lot more fluid than Madden
19.
Defensively that locomotion is felt in change of direction
in coverage. It was said last year that changing directions would be harder,
think sprinting one way then back the other, however it never materialized.
This year it exists, albeit subtly, you’ll see guys just miss getting over to a
ball after getting caught running down hill the other way. This could also be
due to less “warping” of players to the ball on defense, something else that
seems noticeable this year.
In a hurry to play
Over the last couple weeks players have panicked a bit
regarding the new mechanic putting QB’s at the line out of the huddle versus
the old format of breaking the huddle and walking up. Offensively it is hardly
noticeable, and after playing a few games I didn’t notice at all until I got to
hurry up situations. With this new mechanic there is an automatic run off of
time if you go hurry up, that time can range anywhere from 6 seconds to 11
seconds, from what I saw it appears to be based on how far your players are
from the line of scrimmage after the previous play.
This can however be frustrating in situations where the
offense has caught the defense in a bad formation and wants to force the
defense to call a timeout. Historically, you could hurry up and a defense would
call a timeout in a couple seconds. Now you must take the run off before the
opponent can call their timeout burning what could be valuable time off the
clock.
Defensively the situation is somewhat similar. On normal
plays, getting setup and ready for the snap isn’t too big of an issue. Where
the problem begins defensively is out of the no huddle. Because the offense can
snap quicker out of a no huddle the defense has little to no time to adjust,
which can be especially concerning in situations where you got caught in a bad
formation or play in the previous play. If a user is calling hot routes you may
have a chance to get set but when playing a CPU it really seems like you are
stuck in your previous play until an incompletion occurs.
Plays for days
In Madden 20 a host of new plays and formations have been
added into the game on the offensive side, and it has added a lot more depth to
the game. From the Raven’s new option-based playbook, to the Air Raid out in
Arizona, the playbooks feel more authentic to the teams whose names grace their
covers. The star of the new Madden 20 plays are the RPO’s. There are three
types (peak, alert, read) and each have their own fun attached with running
them.
Personally, I found the alert RPO’s to be the most rewarding to use
because I am a fan of scanning a field pre snap and putting myself in the best
position to succeed. Throwing a bubble screen off an intended run because you
had a single zone defender off the ball to the weak side is a thing of beauty, and
something the game has needed for a long time. I anxiously am looking forward
to seeing what gets added in this area as the year goes on.
In case people didn’t get in the situation of needing any
late game heroics, there have been a couple new Hail Mary plays added in this
year. I didn’t get to use them all but there was one play that replicated the
end of half jump ball situations common to NFL Sundays. In the play all of your
receivers on both sides of the field run in a straight line towards a central
point in the middle of the end zone. It’ll be imperative to use the swat
mechanic in those situations or risk the chance of a tipped ball and a lot of
heartache.
Lurking like you mean it
Madden 20 did what I never thought would be possible in
Madden, they toned the ability to user lurk to a point that feels both
realistic to an opposing offense but still usable as a user defender. By
removing the ability for linebackers, and defensive linemen, to trigger crazy
jumping interception animations it created a whole new world in terms of what
is and isn’t possible passing wise in Madden. I have found a great appreciation
now for throwing a seam against cover three right over a linebacker and just
outside the reach of the single high safety, something that at times seemed
impossible in past years.
Defensively, it’s almost a proud moment now when you can get
a user interception. I found myself a couple times angry that I couldn’t pick a
ball off that would have been possible in the past, but quickly appreciated the
fact that it just missed my guys finger tips. One thing to note though, zones
play a little softer in Madden 20 so clicking on will be required to get
interceptions in the intermediate to deep passing game more so than ever.
An upward trajectory
Improved passing trajectory is part of the symphony of
improvements in Madden 20 that work together to create a really enjoyable
experience. As mentioned above part of the fix to the lurking was tuning the
linebacker’s ability to jump, but the other piece of that fix was getting a bit
more loft on the balls to get them over those linebackers. Not only is that
seen in the middle of the field, but out on the perimeter it is noticeable when
putting the ball over the corner but just under the safety on a smash concept
and other out breaking routes against zone, again something you couldn’t pull
off in the past.
With the new trajectories you not only get the ball up and
over the linebackers on mid-level throws, it has improved the wide receiver and
corner back interactions downfield as well. With the new trajectories, the ball
falls in more of an arching motion that let’s you put the ball out in front of
your receiver. This has led to more animations that I have never seen before in
Madden, as well as some cool knock out situations. I had one incident where it
appeared a guy was pulling in a one-handed pass that was to his back shoulder
and at the last second my corner knocked it out of his hand by slapping his
wrist, a very smooth and organic interaction.
One note here, I have seen people complain about the new
“wind up” QB’s take to get the ball off. This is a mechanic I really would like
to see little to no tweaking on. Guys with stronger arms wind up less than
those with weaker ones. Playing with Patrick Mahomes then going to someone like
Andy Dalton there is a significant difference in the time to get the ball off,
which is a good thing. We as a player base have been spoiled for so long in
being able to throw the ball at the last second and that simply isn’t possible
anymore with the wind up. Now it’s imperative you make your reads step into the
pocket and deliver. It is worth noting the wind up doesn’t seem to exist when
using the throw ball away mechanic, which I believe does offer a nice balance
to this new feature.
The rush is on
If you played the pro bowl after downloading the game, which
the game puts you into immediately, you noticed right off the bat that the pass
rush this year is a real thing. Gone is aggressive pass rush from the coaching
adjustments and that is probably a good thing because it really isn’t needed
anymore. In the NFL time from snap to throwing is between 2.5-3 seconds. In
Madden that feels like roughly the amount of time you now have to throw as
well.
What this new tuning does is force people to manage down and
distance better than before. In previous games 3rd and 15+ was not a
scary situation as there tended to be enough time in the pocket to let your
receivers get open. With this new tuning it’ll be important to stay on schedule
otherwise you may have to settle for a screen or draw play like real NFL teams
because you just won’t have the time to get the ball off with the defense
pinning their ears back and coming.
Players will need to adjust to the increased pressure with
more blocking adjustments and a quicker passing game. For so long the check
down seemed like a pointless throw, but now it feels like it will be a life
saver, especially against elite pass rushers.
A nice little thing in terms of the pass rush, there are now
better sack interactions with the QB. Multi player sack interactions make for
some realistic looking take downs of the QB, not pre-canned but rather organic
looking. In general, some cool sacks where a guy wraps the QB up and almost roles/swings
the QB to the ground make the whole experience of sacking the QB feel a little
bit more rewarding.
A balance of power (ups)
There was a lot of concern coming into the weekend in terms
of the balance and functionality of the new superstar and x factor abilities.
After getting quite a few hours with them I can say they are truly a fantastic
addition to the game. The stated goal was to make star players feel like stars
and I think they hit the nail on the head with this feature.
X-factor abilities are game changing abilities but EA has
done a solid job in ensuring getting in the zone isn’t too easy and getting an
opposing player out of the zone is attainable. My one complaint would be on the
defensive side the x factor players can be taken out of the zone without really
having any say in the process.
For instance, Richard Sherman become “lock down” after
breaking up a certain number of passes, however he gets knocked out by
completions by the other team. Those completions can be to anyone, even guys
Sherman is not covering. While I can appreciate the attempt to balance out the
abilities, I get the feeling there may be something better that can be done to
make you “earn it” to get Sherman out of his zone. This is universal to most
the defensive abilities, it would be nice if there was a way to force that
interaction to occur to that players side, direction, etc.
Superstar abilities are less noticeable because they lack
the objectives to activate, but they are there and they are noticeable. These are
little things that you don’t always know they are occurring until you realize
some guys do things better or differently than other similarly rated guys,
think of it like the badge system from 2k. While it’s not perfect yet, I am
excited to see what abilities get added down the road and where this whole
feature goes.
Franchise is still franchise
The one disappointment I had in playing the beta was
franchise, as I am a franchise guy at my core. To be fair QB1 wasn’t available
for the beta and I feel like that will be a pretty special experience itself,
however the regular franchise experience was underwhelming. While there were
some minor tweaks made, and some still to be made, I found it to be a similar
experience to Madden 19.
One of the features mentioned were spread out ratings
utilizing more of the ratings spectrum. Unfortunately, with ratings not yet
set, this was hard to really understand and appreciate during the beta. While
we were told ratings weren’t real, I’d imagine they will be somewhat similar to
what we saw in game, but in the spirit of fairness I’ll wait to comment on this
until a later date. There was work done match contracts to real life contracts,
as well as tuning done to make players ask for more realistic contracts. This
was a nice addition for those who really enjoy the team management side of franchise,
Shout out to @Moonlightswami and @Equipment_Guru
The one new real feature for franchise was the scenario
engine. It has potential to be great, but there is still work to be done here.
I did a play through on owner mode, week 6 I was approached by a backup WR who
had gotten some playing time due to injury but wanted a shot to show he could
be a #1 WR. The next game he had a goal of 100 yards or two TD’s. I got him to
hit those marks and the next week he was awarded with 20k XP as well as a
development upgrade.
While that may sound like a lot it translated into four
skill points for a 70 OVR WR, but it took him from back of the roster to being
in contention for playing time, which was a pleasant experience. Now here is
the problem, there just aren’t many scenarios triggering. I ended up simulating
three seasons in owner mode and only received two scenarios both the same
breakout WR scenario (for different guys) in those three seasons. While it’s a
little better on coach mode due to the weekly opponent super star scenarios, it
is still pretty limited. In one case I attempted to trigger a disgruntled
player by leaving all the Browns stars on the trade block for two seasons but
never was met with any sort of push back from the players.
In theory the scenario engine is a great idea, however I am
worried execution wise it may have missed the mark. I am hopeful that this was
simply a bug causing them not to trigger as it was sold as having a large
number of scenarios. In any case, I hope owner mode wasn’t forgotten in this
and at the very least you get all of the scenarios available to the coach mode
players as it would be disappointing to have to abandon owner mode to use the
feature.
Madden 20: let a sleeping dog lie
There has been much debate about patching and its impact on
a game. We have seen past versions play very differently from there beta form,
sometimes for the good but often times for the bad. When new features and
mechanics get added to a game it is easy to recoil and think they are broke or
over powered, however it’s important to understand your brain is conditioned
for one response in game and it’ll take a while to get used to another.
Madden 20 as it stands has a ton of promise. They set out to
make stars matter, to make pass rush matter, and to make throwing feel more
authentic and in each case they have achieved those goals. Now it’s about
cleaning up some of the outlying issues around those core tenets to really
deliver a spectacular game. Over the next month heading into release, and
beyond into the cycle, it’s important the developers remember those core tenets
and push back against a knee jerk reaction from the community to revert from
them.
If Madden 20 can stay grounded in what it set out to do,
there is no doubt in my mind this will be the best Madden we have seen in a
very long time.
Excellent take. I agree with the review 1--%
ReplyDeleteNice write up. Agree with most but I didn't experience any players asking for playing time in coach mode so didn't get to experience it
ReplyDeleteI agree with all of these points.
ReplyDeleteYou did a great job explaining the experience with Madden 20. All in all I agree with your review of the game.
ReplyDeleteI agree with this post. I also like that custom playbooks seem less buggy and cleaner layout
ReplyDeleterioviQca-pi Julie Ritter https://wakelet.com/@leyhandpides792
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