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MADDEN NFL 16

Every year jaded football fans enter the gridiron with mixed expectations. Madden over the years has added features, taken them away, and then put them back another year. Some have been more revered than others, but in truth what many fans want is a simulation of football through authentic gameplay that is void of exploits. Will this years madden fix many legacy problems or will I turn again to NFL 2K5? Will this season be the blueprint for a Madden platform?

 

The majority of your time is going to be spent on the field. So I’m happy to say that Tiburon has made progressive strides on the field. The NFL has become a passing league, and Madden has adapted Its Quarterback and Wide Receiver mechanics to reflect this. All quarterbacks feel different from each other. Accuracy is a large factor in your success to moving down the field. Being under pressure will effect your throw as will throwing on the run. Tom Brady has a good chance of completing a pass while being rushed whereas Teddy Bridgewater may struggle but be better than Brady throwing on the run. When releasing the ball you also have more choices than ever before. Hold L1 to throw an elevated pass L2 for a low pass, double tap for a touch pass, and hold for a bullet pass. These mechanics work well, but I would like to see more work be put into the throwing animations as they are noticeable when compared to how stellar everything else looks in motion.

 

Once the ball is in the air the biggest change to Madden is introduced. You have four options on how you want your receiver to attack the ball. Do nothing and let the cpu catch, RAC (run after catch), Possession and aggressive. This is where the game has the potential to be exploited, but fortunately Madden has balance with defensive backs having the same control to defend passes. The variables used to decide success feels fair. Match up a Calvin Johnson vs a Nickel back and Calvin can have a chance going Aggressive on a bad throw. Put Calvin on a Joe Haden and throw that same pass, the outcome can go to the defender. This adds quick decision to every throw. Do you go for a RAC in the middle of the field to try to gain the first down but risk a linebacker blindsiding you, or do you go for a possession grab securing the ball and player to go for the first down on the next play. It has been the best move towards simulation Madden has done in years.

 

Running feels good. Aside from frequent animations where the ball carrier holds the ball awkwardly. In years past the field would feel like it was made of ice and players were sliding and skating all over the place putting you out of position to make a play. Everyone on the field seems to have a proper weight to them this time around.

 

This year’s new mode is Draft Champions. Drafting is fun because you are always getting quality players. It is best to match the players with the identity of your coach's game plan. If it’s an air it out team you may want to forego drafting pass rushers and beef up on wideouts. The mode reminds me of All-Pro Football 2k8 but with the wealth of current and legendary players. The push and pull here is that the 3 to 4 games you play are truncated into only 3 minute quarters. It's great for adding quick replayability, but before you really get to know your team, your championship run is over.

This mode is more preferable to anyone trying to craft a team as opposed to the collectathon grind of Madden Ultimate Team. Hopefully the downfalls MUT has gone through will not affect Draft Champions.

 

Franchise mode has been revamped with xp and in game goals. Franchise goals has its heart in the right place but its head is misguided. Your objective can often contradict strategy.  Have a lead? Trying to kill the clock? A goal should be to get yards with your back, but instead you'll be told to complete 3 passes to your TE. The context is misplaced. There is potential here to create a game within the game, but it needs to make sense with football strategics.

 

Franchise mode doesn’t feel fair to someone that just wants to play and not role play the game. I am missing the days of just having a simple season mode. I’d like my team to be as good as they should be without me having to spend xp points and reading menus. Madden is at its worse when it is taking you away from play on the field by overwhelming you with ratings and boosts to those ratings and explanations on how to get those boosts.

 

I am 95 percent a Vs cpu player on All-Pro over playing online. My first online game reminded me of why I don't play madden online. I play against someone who always does a four verticals every play, never kicks field goals, goes for it on every  4th down and completes 5 deep balls to Dez Bryant. Playing online changes madden from a simulation to an arcade game. No thank you.

 

I still do not put much stock into most modes because the game's merits should fall on its gameplay. This year the gameplay is great. Impactful improvements to interactions, realism, weight and flow. I've enjoyed my time with the addition of Draft Champions but am bored and tired with other grindy modes. With the landscape of how to be annually developing sports games more in conversation than ever before. This game has the strongest base any football game has had in 10 years. Madden 16 has a 1st down in the Red Zone.

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