MVP
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Re: Madden NFL 20 Beta Impressions, Post Your Weekend Thoughts
This is a long post, I know, but these were notes I was taking as I was playing the beta, and as I’m extremely satisfied with M20 as of right now, just wanted to share them all.
Madden 20 beta notes
First INT returned for TD
- play flip around when INT felt good and easily transitioned to running the other direction for 80 yard INT return.
Presentation
- replays are roughly the same for those people that thought they might be cut back with new hurry up to line. They also appear to be more contextually correct as well.
- Got pressure on qb, he threw a very realistic incomplete. Next play was 3rd down, I had good coverage and sacked him for 10 yard loss. As he was getting up, he chucked the ball to the ground in disgust! Lol. To which, Gaudin mentioned this during the replay. Solid.
Defenders hurrying up to lineup looks FANTASTIC
- D players FINALLY hurry into position. No more goofy looking sidestepping animations to get into position, lol. They look ready and on their toes and get into position very quickly and realistically.
No walking to line
- This is actually totally fine and not an ‘immersion killer’ for me, personally. Moves the game along. I play 2 hour games, so this benefits me. Less ‘goofy’ animations from players trying to lineup.
- However, under no huddle conditions, I have to imagine H2H players are going to cringe on D. While many h2h players hot route a lot, and as such, the D user may have more time to call their play and then hot route on D, when playing the cpu, for me, if they ran no huddle without hot routing, I only have like 3 secs to call a play. Now, for me, under no huddle conditions, I often simply go man, man, man, or Tampa 2, Tampa 2, Tampa 2, so maybe not a huge problem. But, irl, I’d like to think u either have the D coach speaking to Lb through helmet mic, or at least, barking orders, or giving hand signals to maybe run a blitz or switch from man to zone, so we should have this ability on D as well. To click through multiple plays to find your fav zone or man or blitz takes longer than 3 secs. So, this no huddle hurry up presentation they’re touting will affect D play calling ability, imo.
- Again, in h2h, as long as both players hot route for 5+ secs, this may not be a problem.
Running the ball feels nice.
- nice, crisp jukes, man.
- Very responsive user input to juke.
- My first kickoff return, I setup a nice spin on first defender to immediate juke right, and it was crisp as hell (as it SHOULD be). I got the spin fake and juke fake on the appropriate defenders, and then was tackled by appropriate defender as well.
Graphics appear to be a little more ‘cartoonish’.
- I don’t mean this in a positive or negative stance. I’m very neutral to it. But, there’s just a little more ‘cartoonish’ feel to the graphics. Sort of like Borderlands. Just a different art style.
- It’s possible this allows for better animation transitions, because this game def has better animation transitions than any other madden to date.
Superstar and X factor CAN be turned OFF in franchise.
- for all the simheads who don’t even want to try this new zone abilities thing, it actually does have a toggle.
- No offense to EA, but I am AMAZED they added a toggle for this upon its inception. Lol. Good job, EA. Choice is always best.
They finally added chatter to the field!!!
- lol. I think they’ve had chatter in the game, but I’m not even sure as I don’t feel like I’ve heard enough in the past few years.
- But, this year, u absolutely hear things like, ‘big hit! Big hit! That’s right, baby!’ Lol. Things like that. I’ve wanted to hear this type of chatter for awhile, so I’m pleasantly surprised with this.
Sound effects
- holy cow. The sound of the kicker kicking the ball is fantastic. Lol. And while this is otherwise a minimal thing, I really specifically mean that the sound of the kicker kicking the ball just sounds so much better and realistic than past versions of the game.
Sack animations are much more varied and realistic looking.
Interesting sound effects when throwing the ball. And, there’s somewhat of a delay and zoom when throwing. This is all GOOD. Hard to fully explain. You’ll have to play it to hear and feel it, but I kind of like it.
- in essence, I think they made different sound effects for bullet, lob, etc. which, at first might sound ‘off,’ but honestly, it’s a good video game thing to do simply to tell u that u successfully threw a bullet if u turn off visual feedback or something. It’s a little ‘arcade,’ maybe, but again, I actually like this subtle change.
Cpu punting seems MUCH better.
- I got completely coffin cornered on the 2, and just something about the trajectory and angle of the punt looked so different from prior maddens.
- In prior maddens (including 19), the cpu punter is always a goofball kicking the ball way out of bounds at the 20 or 30 with no concept of kicking a coffin corner punt. I was AMAZED when this punt happened to me. Lol
Fantastic PI called against my user lb turning and hit sticking the wr just before the ball got there. Looked extremely realistic and was appropriate based on my user input.
Players feel much more ‘individualistic’ meaning they all really seem to be doing their own thing and taking appropriate angles on D. As opposed to that ‘tethered’ feel where all D players move and glitch in stride with each other while chasing the RB.
D lineman now really ‘push’ o linemen backwards. Line play overall feels better because of this. U don’t always push back, but when u do, u ‘feel’ it and instead of just spamming the A button to disengage, u now feel like pushing might be better idea.
Wow. Lost the first game of my falcons CFM to vikes 43-26. Lol. I had 4 takeaways, they had 7. While that number is certainly high, I have to say that they were all legit. Either poor decision making by me or good coverage or big hits well timed. I play 15 min qtr with 17 Acc clock, just FYI. But, wow, I’m amazed at the gameplay. I love it.
Big hits do not feel as over the top as 19 as well. Big hits exist and when timed correctly, they look great. But, they’re not as ‘big’ as 19. More realistic, imo.
X-Factors
- Ertz ate me up for philly. Lol. I got him out of the zone at some point, but he caught 17 passes for 200 yards. Lol. I won the game 35-33.
- Julio made a fabulous goaline fade catch jumping over a defender similar to a catch I’ve seen him make irl. He got the 1v1, he beat his man towards the corner of the end zone, right when he beat him, Ryan threw a high point bullet, and Julio turned, jumped, and snagged it while the defender tried to catch up to Julio. Absolutely gorgeous.
- Strangely, however, he was not in the zone at this point in time. Once, I got him in the zone, I was able to throw another goaline fade, and the defender knocked it away to take him out of the zone. So, honestly, there u go. That one play tells me zone abilities are not OP. If they were, Julio absolutely would’ve caught another TD.
This game reminds me so much of madden 13. Not only in gameplay, graphics, individualistic player control, but also music. Lol. I really wonder if they went back to more of an infinity engine approach to 20, because, honestly, this game does not quite play like madden 15-19. 15-19 have a distinctive sort of feel to them that is extremely ‘related.’ Meaning, they all play similar and are all ‘related’ in some core way. Something about the specific animations. Something about the specific ‘jankiness’ of the animations (don’t ask me to define ‘janky.’ If you’ve ever played madden, u simply know what a ‘janky’ animation is. Lol). Something about the ‘input lag’ as well. Meaning, u had to press ‘juke’ early as hell because u knew he wouldn’t juke right away, so the timing was a bit early, imo, in order to be successful. Not with madden 13 or 20, man. There is ZERO ‘input lag.’ It’s fabulous. U simply wait for the right moment to juke, hit the sticks, and WHOOP! You’re juking fools. Again, it’s fabulous.
I don’t think I can say enough positive things about the individualistic animations and character behaviors as well on the field during and after plays. I have Xbox one X, so I’m sure I’m seeing the smoothest gameplay animation atransitions, but man, it’s smooooooooth. The players do not feel tethered at all, imo. They are all taking their own appropriate pursuit angles and there isn’t that nasty ‘pause’ u see from players so often in madden 15-19. Those games all suffered from the lag, the pause, the lag input type deal. Madden 20 does NOT. Again, it’s fabulous.
After 3 games in franchise with the falcons, I am 2-1 with my first game being a tough loss vs the vikes by 20+. I threw a ton of ints getting used to the new gameplay and the minor playbook changes. Uggghhh. They always change about 5 core plays per year that were staples of my offense and I have to find a few new plays to add some wrinkles. And, I have to say, I didn’t know if I’d run any RPO and didn’t know if the falcons would have any as I don’t believe they’ve run this before, but I was pleasantly surprised with them. They’re easy enough to pull off and don’t seem overpowered just yet. I ran some and threw some out of it to see what’s what with mixed success and failure.
Some people may not like the ‘star’ and zone indicators beneath the players, as I normally don’t like extra ‘arcade clutter’ on my gameplay screen, but honestly, it’s hardly noticeable when you’re actually playing. And, I have to give ea credit here. They really could’ve fouled this up hardcore by making it too jarring. Instead, you get some minor rumble in your stick (perfect, imo) to let u know you’re doing ‘something’. This could be making a good pass or making a good tackle. It varies. You’ll also see some ‘star’ graphics filling your player as he makes a tackle if he’s got a star quality. Keanu Neal has a star tackle quality, so when he would wrap someone, they weren’t getting away and the star would fill up. It’s all done graphically very well, imo. Again, not jarring, imo.
My third game was a blowout by me as I think I’m getting hang of the new gameplay and playbooks. Julio had 5 tds. Lol. And, legit, I’m setting him up for success by running the ball and then PA for some deep balls. He had a goaline fade and a goaline slant for tds. He had a few deep balls. And, man, oh man, those deep balls. Wow, they’re beautiful, too, imo. The air they’re putting under the ball. People have been complaining about this some, but I’m here to tell u, it’s solid. U just have to set the pocket appropriately and time you’re throw, and you can complete them. The pass rush is solid. I’ve taken plenty of sacks so far adjusting to the gameplay. But, that’s on me. The pocket timing is perfectly realistic, and again, if u slide in the pocket (up, right, left, etc), u can buy an extra second or 2 needed to launch that bad boy down field. And, again I mentioned the sound effect of the ball ‘zipping’ off the qb hands. Here, I’m sure some sim guys may think that’s ‘arcade gimmicky’ or something, but as a simhead myself, this is also a video game, and the sound effect of the ball, I believe, is giving u an audible cue that you’re making a touch or bullet pass, or that you’re making a ‘good’ pass. Ea might clarify that for us after launch, maybe. But, I dig it. Lol.
The sound effects and the on field chatter, man. This is FABULOUS and is finally done very well, imo. Seriously, the sound of the ball being kicked is FANTASTIC! Lol. The on field chatter is FINALLY there. I’ve been waiting to hear this FOREVER in madden. It’s finally there. I think the crowd noise is still lacking, but maybe it’s ramped up during playoffs or something.
Everything is so much responsive in this game. I’m not just talking about gameplay, here. I’m talking about pushing menu buttons and such. Again, madden 15-19 just had some weird lag in menu button pushes and in gameplay. Something in 20 is making everything so much more responsive. Again, it’s fabulous. Lol.
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