Tuesday, 30 August 2016

Review: 'Madden NFL 17' runs hard, plays it safe.

(Electronic Arts)

Every year, the developers at EA Tiburon have to invent reasons for you to plunk down cash on a new Madden game. Occasionally, they strike gold — last year’s Draft Champions mode was pretty awesome — but often they just hit the weight room, buff up and hope a myriad of small changes will be enough to convince die-hards that they should buy in yet again.

Madden 17 is that kind of Madden. It lacks a signature new mode or stunning, game-changing enhancement, instead offering a slew of tweaks that, when added up, lead to a better overall game but not one that’s dramatically different.

Despite its incredible complexity and depth, Madden 17 is surprisingly kind to new players, as well as those who haven’t memorized every NFL team’s gameplay strategy. The Skills Trainer is the best yet, walking you through zone coverages, the theory behind different passing plays and much more. I’d never call Madden user-friendly, per se, but it’s getting a little less impenetrable.

Having recently attended to both the passing game (Madden 16) and the defense (Madden 15), EA focuses on the run game this year. Pressing either trigger button leads to different movesets; the “speed” trigger lets you pull off risky jukes, spins and hurdles, while the “precision” trigger lets you play it safe, but slow. A little pop-up mini-game helps you break tackles or drag defenders a few extra yards.

When you’re controlling an elite back, this feels huge. If you’re bowling over linemen as Doug Martin or juking past linebackers as Jamaal Charles, the run game feels explosive and fun. Though it gets a little fussy — arrows and icons clutter up the screen a bit — the added control, coupled with gaps that correspond with better blockers, improve the ground game substantially.

The rest of the on-field action sees marginal tweaks. Defenders are much smarter when running zone sets this year, actually hitting their spots and covering receivers and runners appropriately. The kicking game has also been reworked, bailing on the analog sticks and instead rewinding the clock back to the old three-click system favored by golf games. It’s fine, though it feels a little like EA is spinning their wheels here.

The same goes for kick blocking. It seems like a big focus during training; time it right and you’ll block kick after kick. But once you get into a real game, blocked kicks are just as uncommon as they’ve always been (which is probably for the best). Special teams don’t really feel much different.

The same can be said for the admittedly excellent Draft Champions and card-based Ultimate Team modes. Both are great fun, but lack substantial new features. The engrossing Franchise mode, however, enjoys plenty of upgrades.

Franchise’s biggest (and arguably best) new feature is “Play the Moments.” Instead of slogging through every regular season game or going entirely hands-off by simulating them, you can opt to let a game run and then hop in to take over key possessions. It cuts each game down to about 20 minutes, and while you’ll occasionally find yourself at the mercy of an unfavorable sim, it lets you play the fun, crucial bits and skip every mundane, 4th and 8 punt. I dig it.

Franchise mode gets other fixes, too, including a revamped interface that makes it much easier to figure out what particular business issues (contract negotiations, scouting, etc.) need your attention at any given moment. The game does a great job of gently signposting you through what can be, if you dig deeper, a dauntingly complex feature. Other welcome additions include practice squads and the ability to edit every player on your roster.



By Ben Silverman.
Culled from Yahoo News.

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