As a long-time fan of the Madden series, I must say that this year’s iteration has left me with a mix of feelings. On one hand, I’m thrilled about the addition of new commentary teams, particularly Mike Tirico and Greg Olsen. Their on-field analysis has been top-notch in real life, and I was looking forward to hearing their insights in Madden 25. However, it seems that something is amiss – they’ve turned into robotic facsimiles of their former selves. It feels like they’re stuck in a time loop where the game isn’t really happening.
For years, I’ve been critiquing Madden’s annual releases almost as long as I’ve been contributing online content, and I’ve been part of this series since the mid-’90s, even as a young boy. It wasn’t just about learning football, it was also about mastering video games. This game has been a constant in my life for as long as I can recall, and it’s as closely connected to my career as any other title. Lately, though, I find myself contemplating a brief hiatus. Madden NFL 25, remarkably for the third year running, significantly enhances the on-field football experience. To be fair, last year’s game was the best in the series for me, and this year surpasses it. If there’s one area where excellence matters, it’s undeniably the gameplay on the field. Yet, articulating the issues that persist off the field has become increasingly challenging, given how many of them have been recurring problems for years on end.
In the past few years, Electronic Arts (EA) has been using the term “Fieldsense” to refer to a comprehensive overhaul of Madden’s on-field mechanics that spans multiple years. While this term is essentially a catchy marketing phrase, it also signals EA’s genuine efforts to improve the gameplay on the virtual football field. Madden 23 marked the beginning of the Fieldsense era, and in its third year, we see the ongoing benefits from this focus on football fundamentals with the release of Madden 25.
The game introduces a standout novelty, dubbed Boom Tech, which can be likened to the catch-all term Fieldsense in marketing speak. Despite its jargony label, it’s an exciting new addition. Boom Tech significantly enhances the game’s collision system, and for the first time, it truly feels like factors such as weight and height matter more than ever before. Previously, the Madden team emphasized these aspects, but this year, the distinction is noticeable and appreciated.
As a dedicated gamer, I can’t help but appreciate the innovative approach Boom Tech takes in Madden 25. Instead of using a single collision and tackling animation, they’ve cleverly divided these into numerous smaller ones. It’s not like ragdoll physics; rather, it’s an intricate animation-branching system with advanced mathematics at work behind the scenes, ensuring unpredictable results in every game.
Boom Tech’s innovative system is the reason behind this; it takes into account factors such as weight, momentum, player ratings, and pursuit angles when a defender chases a ball carrier. Fortunately, it doesn’t guarantee that a larger, faster player will always win a tackle attempt. In fact, even skilled defenders can find themselves out of position, and they are now more accurately penalized for such situations.
In simpler terms, the dependable Hit Stick tool is not as crucial for open-field tacklers as it once was. If you employ the Hit Stick incorrectly – either too early, too late, or at a poor angle – you won’t achieve the fumble-forcing impacts as effectively as before. The game now offers real-time feedback on the field, helping you understand why your attempted Hit Stick was successful or unsuccessful.
As a lifelong football enthusiast and former high school running back, I can confidently say that this new toy seems like a game-changer for the sport. At first glance, it appears to be heavily focused on defense, but upon closer inspection, it offers benefits for both sides of the ball. The player with the edge over his opponent will dominate in the tug-of-war-like plays, winning play after play. It’s not only fun and visually appealing, but it also feels realistic.
In addition to the enhancements on the field, I’m thrilled by the ability to deceive opponents with a pre-snap defense appearance that doesn’t match the real coverage you’re using. Previous Madden games offered a basic form of this, allowing for disguising man coverage as zone or vice versa, but now it extends to various types of defensive sets, such as Cover 3, 4, 6, and so on. For strategy enthusiasts, this detail really brings satisfaction.
As a gamer, I’m now able to customize the depth of my receivers’ routes on offense, making the gameplay more strategic and dynamic. Previously, I could only change the route at the first down marker, a feature known as audibling to “the sticks.” However, now I can design the route from the line itself using the pre-snap menus, allowing me to adjust the depth of a potential five-yard in-cutting route, for instance, and exploit the weaknesses in the defense more effectively.
As a seasoned chess player with years of experience under my belt, I can attest that this strategy offers a fantastic counter for those engaged in a lengthy chess match against a cunning defensive mastermind. Reading their defense and seeing through their disguise is like dodging a punch and delivering a knockout blow. Even the offensive line adjustments have expanded our options, providing us with the ability to shift half of the line, in addition to the traditional whole-line shifts, making our game more dynamic and strategic. It’s these small yet significant changes that can make all the difference in the heat of battle.
The innovative elements in this latest version of the game all possess a subtle complexity: finesse. They build upon long-established systems but have been meticulously refined to encourage strategic gameplay decisions and precise execution, making it an exceptional representation of football in the gaming world. On the contrary, some players have criticized Madden 25 for being slow following College Football 25. However, I find that Madden 25 exhibits a sense of authenticity, while College Football 25 leans towards an arcade-like experience with players moving at seemingly accelerated speeds. Despite their differences, I appreciate both versions; however, I prefer the realistic approach, and Madden 25 delivers that in spades due to the developers’ unwavering dedication to nuanced football gameplay.
However, while the game’s precision is commendable within its boundaries, there seems to be a lapse in advancement once you step outside these limits. Over the past two years, my primary issue with the game has been that, as the on-field experience became increasingly engaging, much of what accompanied it appeared stagnant, occasionally displaying minor improvements that felt regressive, giving the impression that the team is frequently playing catch-up, introducing features that should have been available earlier.
Once more, this sentiment is accurately conveyed, and it’s particularly evident in the game modes of Madden 25. The array of options remains consistent with the previous version, with most modes receiving some enhancements, but none are substantial enough to make me want to play them extensively, except for Franchise. I find Franchise enjoyable in the long run primarily due to competitive league play.
Each year, it seems like Madden Ultimate Team (MUT) becomes the center of discussion for critics. This innovative and potentially pay-to-win mode merges card collecting with fantasy sports, creating a series of Skinner Boxes that keep players hooked for small amounts of money at a time. It’s possible to play MUT without spending a dime, but I wonder if those who do are truly enjoying the experience, given the arduous grind through repetitive, sometimes almost absurd tasks, such as completing a single pass to earn a minimal amount of coins in a marketplace where valuable items can cost several thousand or even hundreds of thousands. However, it’s common to hear that most players who dive into MUT don’t spend money, which is often the case with games offering microtransactions.
It seems that anyone who plays MUT for an extended period is probably spending money, and this is the pattern; if I were to visit Target daily just to browse without any intent to buy, I’d likely end up spending money eventually. This same economic concept is evident in MUT, and it has always been so. Even if you don’t participate in the mode, you are regularly presented with a screen advertising a new temptation nearly every time you start the game.
Last year, I penned down my thoughts on how pay-to-win systems, which caused quite a stir in games like Star Wars Battlefront 2, surprisingly didn’t seem to impact the sports gaming world as much. Unfortunately, even though Madden Ultimate Team brings some nice touches, such as its user-friendly menus that help manage the influx of constant events in Madden 25, these positive aspects are overshadowed by the ominous cloud of predatory practices that still linger.
As a longtime gamer with years of experience under my belt, I must say that this year’s update to the MUT tutorial is a welcome change for me and others who are deeply invested in the game mode. The optionality of the tutorial allows us to skip it if we don’t need a refresher, giving us more time to dive into eight seasons of content this year instead of just the usual number. However, I can’t help but feel that this change doesn’t do much to attract new players or those who may have been turned off by the game in the past. As someone who has seen the ebb and flow of gaming trends over the years, I understand the importance of catering to both newcomers and veterans alike. While I appreciate the improvements made for us seasoned MUT players, I hope that future updates will also take into account the needs of those just starting out in the game.
As a long-time gamer, I’ve got to say that the standout feature in Madden 25’s MUT is the revamped ranked Head-to-Head (H2H) mode. This mode not only considers your win-loss record but also your preferred playstyle when determining your position on the rankings and pairing you with opponents. However, a perennial problem I’ve noticed with this mode is that it doesn’t effectively separate players based on their spending habits, leading to an environment where those who spend less or nothing at all may struggle to stay competitive. This has always felt intentional, making me reluctant to invest my time in Madden each year. In fact, after reviewing the H2H mode, I’ve made it an annual tradition to abandon it altogether.
I must admit, there’s a certain satisfaction in ticking off each game challenge, even though the list seems endless. Watching my coin and skill point totals grow bit by bit can be as exciting as getting paid. The mode is designed to be psychologically comforting, but its obviousness eventually makes me lose interest in it.
In addition to other game modes such as Superstar and Superstar Showdown, the concept of presenting players with multiple checkboxes can also be observed. Superstar is a single-player storyline where you craft your own athlete’s journey, while Superstar Showdown offers a departure from conventional football, instead focusing on fast-paced 3v3 streetball under neon lighting.
In these updated versions, both Superstar and Superstar Showdown offer more rewards, featuring extended questlines for Superstar and seasonal leaderboards for Superstar Showdown. However, these additions seem like they should have been implemented last year when the studio revamped Superstar and linked it closely with its flashier counterpart. I must admit that I appreciate how both modes share the same character, allowing you to enhance your character in the multiplayer-focused mode by first building their NFL career from their rookie season. On the flip side, this also means that the underwhelming Superstar mode becomes crucial for progression, making it a tedious process since it’s not particularly engaging.
Although the presentation slightly enhances – no longer are you alone in a hotel room during breaks, but instead, you find yourself in the locker room with others – it hasn’t significantly boosted player engagement compared to modes like Franchise or MUT. On the positive note, EA has refrained from allowing players to directly purchase higher ratings for their Superstar, which is a positive design choice that many other sports games struggle with annually. However, there are still XP boosters available for purchase, including one type that can only be bought with real money, so the system isn’t completely free of monetization either.
Initially, I wasn’t fond of Superstar Showdown in Madden 25. However, the temporary game modes and events at launch sparked a bit more curiosity about playing it. The default game rules, which make it first-to-21, have always seemed off to me because defenses are too unreliable and trick plays are too easy to execute in this mode. It often feels like a struggle when you’re teaming up with players who may not be as skilled, as the scoring happens frequently, almost every two or three plays.
As a gamer, I can understand the appeal of having quick, bite-sized games for those who want a break from MUT’s short-form challenges. However, Superstar Showdown only truly shines when you have a reliable duo to compete alongside in the competitive scene. This narrows its appeal significantly. In an ideal world, I’d love to see this mode expanded to become a more expansive and engaging gaming destination for players.
I believe the potential for this game mode is high, as it caters to what players desire – lots of customization and moments that put the player in the spotlight, similar to Fortnite. However, at present, it’s not quite there and the main change in Madden 25 seems to be an increase in items to unlock, which can come across as somewhat cynical. I appreciate more rewards, but the gameplay itself needs to be enjoyable. Neither Superstar Showdown nor Superstar is fun on its own. It’s frustrating that we can’t transfer emotes and clothing options between Madden versions, as many other games outside of sports have implemented user-friendly cross-game compatibility. This is another instance where sports games provide a less enjoyable experience compared to others.
In simpler terms, I prefer Superstar KO, a new feature introduced in Madden 20, over Showdown. However, this year, it didn’t receive much attention. This mode offers quick, enjoyable experiences, although it’s not particularly groundbreaking. Essentially, it’s a roguelike version of Madden, where you start with a small team and limited playbook, aiming to win four online matches against opponents with the same restrictions but different strategies. Each loss resets your team, and you start over. It seems like this mode is included in Madden 25 because it’s easy to add, but if it wasn’t, it might not be there at all. I worry that it may be overlooked because it doesn’t have a way to make money from it, so it likely won’t receive many resources and will continue to be overshadowed by MUT (Ultimate Team) and Showdown.
Every year, I find myself with a simple yet heartfelt wishlist for Madden: outstanding on-field action, engaging presentation, and expanded Franchise mode features. This time around, Madden 25 has nailed the first point, but there’s still room for improvement in the other departments, with only a handful of highlights here and there.
On the NFL side, the main alteration is the revamped NFL Draft presentation, which commences with an engaging live-action video sequence that symbolizes how much of the NFL’s allure revolves around this three-day spectacle, which can dramatically transform franchises instantly. In Madden, the game aims to replicate this experience, and while it has always allowed for drafting a player who significantly alters my virtual city’s skyline, like Chris Wessesling used to say about Peyton Manning and Indianapolis. However, this year’s version of the game attempts to emulate the real-life excitement of actually selecting such a player, but unfortunately, it lands in the same awkward narrative territory that Madden has struggled with for years when dealing with team-building content.
In this year’s Draft presentation, Commissioner Goodell steps onto the stage to announce the first 10 picks, greeting each selected player with a handshake and a pause for a photo before moving on. The rest of the first round unfolds on stage as well, but it seems incomplete as later picks celebrate from home. Despite feeling like a real-life event, watching it play out during the game feels strange, almost as if extraterrestrials created it. The stage appears dull and uninviting, the audience’s applause fails to match the electric atmosphere of live Drafts, and while I understand why voice commentary might be unwanted, its absence is noticeable. It lacks the expert analysis that typically breaks down each player’s college performance, discusses their draft timing, and explains how they may fit on their new professional team.
In Madden’s Draft presentation, despite appearing to replicate the real-life environment authentically, there are instances where the information provided can be incorrect. For instance, after making a pick, you often receive a grade for your draft choice; however, I frequently noticed an “A” grade assigned to my picks. In one draft where I controlled all 32 teams, everyone in the first round was given an A, until a B- was finally awarded – this was followed by every subsequent pick’s information displaying the wrong player’s details, like their name and measurements, instead of the actual selected player’s information. It seemed as if changing the grade for the first time disrupted the entire system. Additionally, some users have reported instances where a player’s profile picture did not match the person on stage, such as a black wide receiver appearing on stage looking like a white offensive lineman during the draft.
The alterations to the Draft seem merely cosmetic, implying that EA is seeking recognition for having revamped the “appearance” of the Draft, without making significant strides towards creating an engaging or captivating Draft experience. It’s not about ticking a box and claiming it’s finished. This characteristic is all too prevalent in Madden’s off-field elements as well.
In my gaming experience, it’s apparent that there’s an issue with the new feature in Madden 25 – the introduction of multiple commentary teams. The classic duo of Brandon Gaudin and Charles Davis is joined by two other teams that look promising on paper: Mike Tirico and Greg Olsen, along with Kate Scott and Brock Huard. Having different voices for the games sounds great in theory, but unfortunately, the new teams don’t quite deliver. The most noticeable disappointment is Mike Tirico – a renowned play-by-play commentator today – who seems to have transformed into a mechanical replica within this game. I can’t figure out how they managed it, but it’s quite disappointing.
It’s challenging to make calls on games when they aren’t live, but if a broadcaster of his talent is involved, he should at least mimic the excitement he brings in real life. I can understand this predicament, but it seems that the teams lack sufficient content at present. This issue applies to Madden and Kate Scott, and I believe it’s partly due to the team not having enough source material yet. Gaudin and Davis have been archiving audio for years and record new material annually. However, I don’t remember the debut season of that legendary team being as sparse in football commentary as these newer teams are.
The issue at hand is two-pronged: Firstly, the commentators’ delivery feels stiff and there seems to be a lack of substantial content for them to provide insightful analysis. Secondly, all four new commentators appear inexperienced, even when they try to delve deeper into the game and provide insightful breakdowns with their presumably impressive football knowledge. The problem lies in Madden’s longstanding issue of failing to convey the importance or consistency of moments, often resulting in missed opportunities for meaningful analysis during crucial times, such as the final minutes of the Super Bowl. Kate Scott’s commentary towards the end of my first Super Bowl experience was akin to texting while driving, offering lengthy periods of silence when the final minutes of the country’s flagship championship game were winding down.
None of the six commentators are immune to saying the wrong thing, like when Greg Olsen–regarded as today’s very best color commentator–noted in the fourth quarter of a game how a quarterback was off to a bad first half. Whether you find such gaffes funny or frustrating, they surely aren’t rarities; they’re too common and go back years in Madden.
For the first time in Madden, the Team Builder web tools initially presented in College Football 25 are now available, allowing players to design unique team logos, jerseys, and stadiums with unparalleled detail. This engaging tool offers a rich experience, but the standout aspect is that you don’t have to use it personally to take advantage of the numerous options in the game’s download center.
Legitimate artists can design intricate, stylish jerseys and emblems using an easy-to-navigate creation toolkit. After years of repetitive team logos and subpar uniforms reminiscent of the USFL, the Madden team has smartly delegated their art supplies to their community, where they have already seen improved results.
It’s quite intriguing to me why I continue to dedicate countless hours annually to this series, even though it consistently presents the same challenges (though the details may vary). Off the pitch, Madden 25 feels more like a list of tasks being checked off, and it’s disappointing not to see a video game adaptation of my beloved sport that matches its grandeur. However, the on-field gameplay is exceptional, which keeps me engaged. I never lose sight of that. So, despite Madden 25 having numerous issues in the locker room, it remains enjoyable for me. I’ve already invested over 30 hours into Madden 25 and will play hundreds more before August next year, when I’ll get the latest Madden and likely start the cycle all over again. Perhaps that’s the true Madden Curse.
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2024-08-20 19:11