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Average User Score: 4.1Aug 29, 2013This review is based on default settings on All-Pro and a bit of All-Madden, in Play Now and two online games.
The game leaves a good firstThis review is based on default settings on All-Pro and a bit of All-Madden, in Play Now and two online games.
The game leaves a good first impression in being fun to play, but after getting several hours in, the glaring flaws in the game become fairly blatant. The good news is that it shouldn't be that difficult to address, since they're primarily on one side of the ball, and it's mainly AI based. Hopefully tuning in future updates can address this issue.
Overall, the defensive side of the game is a mess to put it bluntly. Stopping the run is harder than it should be since the run blocking is a bit too strong where blocks are being held on to far too long. Receivers pancaking defenders left right and centre is a bit ridiculous. The running game on the outside is stronger than it should be currently since blocks are too powerful at the moment. The same goes for pass blocking. QBs aren't getting hurried frequently enough. Any team that has great blocking is going to be able to do whatever they please, and that's definitely the case in the current version of Madden 25. Offense is too easy since there isn't much physical resistance against it right now.
But that's also the case for aerial resistance. The defensive AI is brutal at reacting to their assignments. Man defense is guaranteed to leave a receiver open by several yards since the defender reaction to receiver cuts are greatly delayed quite often for some reason. Curls, outs, and slants are over effective due to this. The only route that the AI seems to not have trouble against is the comebacks route, and that's an issue itself since it seems the AI is a bit too fast at reacting to that route, as if they anticipated it the whole. That would be great if it was adaptive AI, but don't believe that's the case here.
Other defensive AI faults in regards to play reaction is it's reaction to breaking on balls (that it can see) isn't good enough. They kind of react to the ball in a confused way and not too sure what to do. This allows the receiver to make a play on the ball that otherwise should've been disrupted by the defender. Also, the angles the defenders take when pursing ball carrier needs work done. The same can containing the receiver who've just caught the ball; especially off of curl routes or pass near the sideline.
Other issues I take with the game is games are too clean. Penalties don't occur frequently enough, if at all. The precision modifier doesn't really add much to the game. Trying to get use to holding L2 prior to doing a running move makes the control of the game disjointed. The same results could be down by simplifying the controls to the R stick alone and make use of the stick sensitivity to vary between running move strength.
Some of the good things that are featured in the game however are appreciated. The improvements done to engagement battles are great. Blocking appears more organic, and shedding off blocks is more fluid which leads to nice looking animations. Pass rushers moving off blocks while advancing towards the QB looks great and can lead to sacks since they're getting to the QB quicker than they would have otherwise. The improvements to tackling look great; heat seeking is a useful feature.
Fighting for extra yards by shedding off the would be tacklers, maintaining your balance, or lunging forward add a new element to the run game and keeps the player involved in the play until the whistle blows.
The new audible systems which allows you to shift formations with the personnel on the field is a great feature, and really useful for no huddle offense, which is becoming more prominent in the league these days. I haven't gotten the chance to try out the option offense yet but since that has a role in the NFL now nice to see it present in the game.
I won't comment much on presentation since there's not much new going on there. Although, I would say that the camera in replays for punt returns is annoying since it loses track of the football when it's about to reach the punt returner, which was the whole point of the replay since it normally occurs from the returner fumbling the ball.
In conclusion, the game currently feels unfinished unfortunately since the fundamentals of the game itself is broken. The glaring mistakes the defensive AI makes, and overpowered blocking at the moment is killing Madden 25 currently. If both of those issues were addressed, the game would be viewed in a different light.… Expand
Average User Score: 5.8Aug 30, 2012After years of finding Madden being a difficult product to enjoy beyond a month, I think the developers are showing signs they got this gameAfter years of finding Madden being a difficult product to enjoy beyond a month, I think the developers are showing signs they got this game going on the right track. The gameplay needed new life brought to it, and the new tackling engine courtesy of Infinity Engine has brought it. It's in it's first year, so it's not perfect, but it makes a very important aspect of football, tackling, much better, dynamic and authentic to real life.
The Infinity Engine alone can't make this game fun alone though. The other improvements done to the passing game makes me have much more control in ball placement. The running game feels funner and more organic thanks to the Infinity Engine, and the presentation has taken a good step forward by going with a more standard broadcast feel with the new play-by-play team, visual shots, and the music soundtrack. And least we forget the awesome intro with Raw Lewis. That's how they're suppose to be done!
Madden NFL 13 feels much like a football game than it has in the past. There's still a lot of work to do and fundamentals of the game that need improvements, but what has been done to the game this year shows that this franchise could be heading back to the golden standard of sports video gaming that we expect it to be.… Expand