![]() ![]() It’s true that not every team has the same amount of star players and not every player has the same traits or X-Factor abilities – but the same is true of real-life football. “I’d initially worried about the implementation of the superstar X-Factors being too overpowered and exploitable, but in my experience thus far, at least, they bring a solid layer of enhancement to Madden and have a truly positive impact. Why is that important? Because these superstar players can have an immediate impact on not only that particular play but the entire game, precisely as they should. ![]() Finally, Madden 20 delivers a new trait system that forces me to not only scan the defensive scheme during pre-snap, but also to keep one eye on the defensive linemen – especially those who may have completed objectives to unlock an X-Factor ability. Rush N' AttackAnother major change addresses a problem Madden has struggled with for years: creating consistent defensive line pressure in a way that felt organic. So it’s true that the gameplay isn’t perfect, but the improvements in Madden 20 are tangible and trending the right direction. This kind of thing was all too common, and forced me to play man defense or a zone call that wasn’t correct for the offensive situation. ![]() At times during zone defense the safety would play too far back, wouldn’t follow his assignment, or simply act like he didn’t understand the play that was called. And while I love the defensive line improvements in Madden 20, the secondary play offers some real head-scratching moments. That said, there are still some animation and clipping issues that I saw pop up, like players arms descending through another player’s body, or players forcefully bouncing in the air after a simple tackle was made. This level of precision allows me to spend less time worrying about what my runner is doing, and more on thinking two or three moves ahead, observing the flow of the offensive and defensive line interaction, or the pursuit of the secondary. “In Madden 20, control of the player I am using feels precise and connected, and the execution from my controller to the field is much more unified. ![]()
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