Madden NFL 22 Dynamic Gameday and Core Gameplay Gridiron Notes
Plenty of additional Madden NFL 22 Dynamic Gameday and core gameplay details have been revealed today... Written By: Steve Noah Click here to view the article. |
Re: Madden 22 Gridiron Notes: Dynamic Gameday
A lot of great stuff, some highlights for me:
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Re: Madden 22 Gridiron Notes: Dynamic Gameday
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EDIT: In all seriousness, just finished the article and I encourage anyone to read all of it. Very well written and I feel like EA is truly trying to gain our trust back (not earned yet!), just the way it reads and the way they acknowledge negative things. |
Re: Madden 22 Gridiron Notes: Dynamic Gameday
If the blocking tunings and new animations and momentum system result in a significantly decrease in Boom or Bust play at the line then that may be the biggest change in the game to me.
My top 3 issues with the gameplay on the field are AI, the Boom or Bust system for the trenches, and the reliance on 2-man animations between WRs and DBs. They've worked on all 3. But back to the OL. The main reason that I've always felt the running game has been too strong even since the NCAA days is because the DL never could steer blocks much even when the mechanic was added, the OL always got way too much push at the start of each play, and the DL never got penetration via engagement. The DL only got penetration if they went unblocked or got an instant shed animation. The run game has desperately needed a system that results in a significant increase in the number of stale mates or slight wins that occur. The average win for a OL on a run play should not be 3 yards of push, it should be them not getting shoved back and holding the block long enough for a small hole to open. Too often the run game in Madden and NCAA was always something like this: 5 yard gain 7 yard gain 3 yard loss 8 yard gain 6 yard gain 2 yard loss That's not how football is in real life, especially the NFL. It is too Boom or Bust. It needs to be more like this: 2 yard gain 3 yard gain No gain 1 yard loss 2 yard gain 5 yard gain 1 yard gain 1 yard loss The system we've been stuck with has made it so you never have had to pass because you can practically always get 3 yards untouched as long as there is no insta shed. That's not how it is in the NFL. In the NFL you see backs typically get up to 2-3 yards before contact and not 3-5 like in Madden. That's why runs in real life tend to stay in the 1-3 yard gain area, not the 5-7. I've written about this too many times over the years, so I hope the additions they talked about that seem to address this actually do the job. I've been clamoring for a system with more "stalemates" and more horizontal interactions and lwas vertical ones. Maybe it's coincidence, maybe a dev or two saw my posts and it influenced some changes. I don't care as long as they finally fixed it. Sent from my SM-N950U using Tapatalk |
Re: Madden 22 Gridiron Notes: Dynamic Gameday
Hopefully last gen receives the gameplay improvements not listed under the dynamic gameplay section.
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Re: Madden 22 Gridiron Notes: Dynamic Gameday
Looks like in the bears pic that stripe socks are now editable.
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Re: Madden 22 Gridiron Notes: Dynamic Gameday
Was a pretty good read and I like the additions they have made. One big thing for me is the game day conditions. Weather can finally be a factor (if they do it right). They can make it so when it’s raining both teams have a higher fumble chance and run slower routes.
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I would have thought PC would have feature parity with next gen versions. Glad I got a ps5 I guess. Modding will have to wait again.
Everything sure sounds good though. I'm feeling a lot less skeptical than years past. |
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