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The Three Best and Worst Things About Madden NFL 17

Did you catch Ben's review of Madden NFL 17? If not check it out here!

The more we submerge ourselves in any specific sports video game, it’s almost impossible not to notice the tiny details that either make your jaw drop or linger like a festering wound. Madden 17 might be the cleanest football game to date, but it isn’t without its share of frustrations. Though, perhaps now more than ever, the “little things” are nice surprises instead of disappointing ones. Here are the three best and worst things about Madden 17.

The Best:

1. Special Teams. There are so many little nuances involved in emulating the most underrated facet of a football game. Unfortunately, none of them found their way into Madden before Madden 17. The ability to block kicks, see a late game punt settle at the one-yard line or the CPU run one back on you to change the tide of a game are all welcome additions. Finally, the game plays like there are three units on a football team instead of just two.

2. Jump balls. It still doesn’t work perfectly, but seeing a good corner go right up there with the likes of Odell Beckham Jr. or Kelvin Benjamin is really satisfying, especially if you’re knee deep in a franchise where drafting a shut-down corner was a priority. Another thing that can be really fun are tipped jump balls that wind up in the hands of your defense.

3. The ball physics. Let’s best honest: the ball physics of old were an eye sore. It fits into the theme of Madden formerly having too many glaring issues (both in its core gameplay and visuals) for it to really be enjoyed in any kind of simulated way. Seeing a fumble bobbled all over the field or a punt with a tad bit of spin on it land in the opponent’s goal-line area can be surprisingly satisfying. It’s one of those things that people won’t even notice a year or two from now, but it’s incredibly appreciated in Madden 17.

The Worst:

1. Stagnant line play. Every play there is a win or lose situation on the line of scrimmage. There’s no real battle -- not one of any real importance, anyway. By the time the ball is snapped, and subsequently handed off or thrown, the defensive lineman has already done one of two things: made his way through the offensive lineman in a theoretical success, or been blocked in a theoretical failure. Line play moves a little too slowly in that, while there is certainly a noticeable push/pull that allows for a forming pocket, there’s no real variance involved post-snap. A player wins or loses the battle, and if he loses, he's glued to the offensive line, rendered useless for the rest of the play.

2. Very little contextual awareness. While some sideline catch animations have been added, players (especially on the AI’s side of things) seem predetermined to run straight out of bounds on out routes. Even if it’s as low as 25 percent of the time, that’s 25 percent of the time too much. Players should always be focused on getting two feet in bounds, not running full speed ahead at the detriment of a successful play.

(Not to mention, backs routinely run right into their blockers with holes on either side. Getting the CPU to make a quick cut on that hole would be a huge step in the right direction.)

3. More quarterback variation. It’s pretty simple, really: good quarterbacks make more accurate throws than bad ones. That one little fact has seemed to avoid Madden for as long as the game has existed. Tuning bad quarterbacks to make occasionally errant throws (not just overthrows) would be a fantastic starting point. Once this variety takes hold, then looking at things like varying running styles and throwing styles also makes a lot of sense.


Member Comments
# 1 Black Bruce Wayne @ 08/23/16 01:48 PM
I would also add commentary as one of the best things. The commentary this year is far above the best it has ever been in a Madden
 
# 2 BleedGreen710 @ 08/23/16 01:56 PM
Quote:
Originally Posted by Black Bruce Wayne
I would also add commentary as one of the best things. The commentary this year is far above the best it has ever been in a Madden
agreed. thats the first thing i looked for when I read this. im stunned that it wasn't included.
 
# 3 Vazione @ 08/23/16 02:00 PM
I would definitely add commentary/atmosphere into the #1 slot of the Best.

I would add that fumbles need tweaked in the Worst.
 
# 4 Impetuous65 @ 08/23/16 02:01 PM
# 3 has little to no affect when I play, I don't see the difference at all.
 
# 5 Sheba2011 @ 08/23/16 02:06 PM
While special teams has improved I am not a fan of the new kick meter.
 
# 6 Sheba2011 @ 08/23/16 02:07 PM
Quote:
Originally Posted by Impetuous65
# 3 has little to no affect when I play, I don't see the difference at all.
You mean the ball physics? I have noticed a huge difference this year.
 
# 7 JKSportsGamer1984 @ 08/23/16 02:10 PM
3 Best...

1. Commentary

2. Ball Physics

3. Ball carrier animations

3 Worst...

1. Legacy Pass Blocking issues

2. Too much player clipping (mainly after the play)

3. Physics are still wonky at times
 
# 8 rspencer86 @ 08/23/16 02:12 PM
"Tuning bad quarterbacks to make occasionally errant throws (not just overthrows) would be a fantastic starting point."

This is so important. Even when receivers are wide open, a slightly errant pass may still be caught but will slow down or redirect the receiver enough that it could be the difference in a 70-yard touchdown or a 20 yard gain. Just like line play, the pass accuracy is too binary. It's either right on the money, perfectly in stride with the receiver or 15 feet over the receiver's head. No in-betweens. This really hurts the gameplay.
 
# 9 Vazione @ 08/23/16 02:18 PM
The Kick Meter was a great call out, since it really adds a new dimension that never existed before.
 
# 10 Sheba2011 @ 08/23/16 02:28 PM
Quote:
Originally Posted by bucky60
Commentary is much better.


I haven't figured out the kick meter yet. I'll have to find a tutorial on it. The part I haven't figured out is how to change direction. Otherwise, I don't mind it.

My best things:
Full player editing.
Practice squads
FORMATION SUBS.

My worst things would be:
No sim vs arcade settings for gameplay. If we had that, we wouldn't have to worry so much about patches making things less realistic from complaints.
No options to make CFM franchise mode realistic.
That is specifically what I don't like about it. The direction indicator disappears midway through setting up my kick and the kick always goes wide even if I time the "A" button parts of it perfectly.
 
# 11 Mike Lowe @ 08/23/16 03:16 PM
Fantastic points that I agree with. Especially the line play and QB variation.
 
# 12 Impetuous65 @ 08/23/16 04:02 PM
Quote:
Originally Posted by Sheba2011
You mean the ball physics? I have noticed a huge difference this year.
No I'm talking about #3 about QB's being different and less accurate than others. What I have found is it truly based on your understanding(timing) of the play and the type of throw you make. If you go into practice and learn the plays I mean really learn it and what the timing and the correct type of throw for that situation, you can plug in any QB. I do it all the time with Rothlisberger, Landry and Grad.

EDIT: I would like to amend my statement. The cpu side of the ball does show there are levels to the QB accurracy.
 
# 13 Bigg Cee @ 08/23/16 04:09 PM
The good: Just having a fun football game to play online.

The bad: Watching ppl still go for 4th downs all the time, even if they are winning. Ughhhhhhhh...

Side Note: I play online only.
 
# 14 NoleFan @ 08/23/16 04:14 PM
Strange... In the few coach mode games I've played in my temp CLE CFM, both my QBs and those of my opponents have not passed well. All under 70% completion.
 
# 15 Bigg Cee @ 08/23/16 04:24 PM
Quote:
Originally Posted by highmiles100
Me too Xbox or PS4? I have both but prefer playing on Xbox1
To me the game handles great on Xbox 1 this year. Also I have the new Xbox 1 "S" which has a controller that has a updated joystick to be more precise, which is why I feel the game handles way better. On ps4 I feel a lil latency.

Side Note: I'm pretty rough with my controllers when I play, I like to push buttons hard and just do things hard since my hands are big. On ps4 I feel the controller does not give me that control I need. Now last year on M16 I thought it handled better on ps4 but this year I got to give it to Xbox 1.
 
# 16 prhiam @ 08/23/16 04:43 PM
Worst.

Formation subs are good, but I still can't plug in an HB at WR or vice versa. Skill players should be interchangeable. I don't like that part, they need work. It's like Christian McCaffrey, he comes in to the league he will play WR, HB, and return guy. Why can't I do that in formation subs...?
 
# 17 BigDaneAyMane @ 08/23/16 04:46 PM
I think the game is really good so far, but the end-of-game AI still kills me. Spiking the ball in scenarios where they should just be running another play and just the overall lack of awareness of how to manage the clock takes me out of it every time.
 
# 18 maltliquor23 @ 08/23/16 05:02 PM
I would add to worst they still havent fixed the wind. I was using cleveland with a weak kicker and it was recommended i attempt a 66 yard field goal with a 5 mph breeze at my back. I could have hit it from 75. The wind turns around and your lucky to have the distance from 40.
 
# 19 trufunk @ 08/23/16 05:06 PM
Just got the game....the update Dagumm! 110 minutes left to download.


Sent from my iPad using Tapatalk
 
# 20 wallofhate @ 08/23/16 05:57 PM
Love the game but the one small gripe is the icon that appears over the ball carrier I have no idea why that wouldn't be optional. The major problem that madden has is running animation or lack there of. Such a beautiful game and a lot of ugly running animations.
 

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