Madden NFL 25 Review in Progress

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If football is a game of inches, then Madden typically manages to perfectly recapture that feeling in the minutiae of its year-to-year iterations. Every August, fans sit around and obsessively try to figure out what has changed, if the under-the-hood adjustments actually matter, if the new systems do what EA says they do, and if things truly feel any better. Usually, that is. Not this year. I haven’t played enough of Madden NFL 25 to render a final verdict just yet, but I can already tell that things feel very different than they do in Madden NFL 24 – and I don’t need to bring out the chains to see that good progress has been made.

EA has been hyping up Madden 25’s updated looks, and honestly, that’s where its improvements are most immediately clear. The menus are much cleaner – your options are big, clearly delineated, and easy to understand, and, miraculously, largely lag-free. This may not seem like a big deal, but if you played Madden 24 at launch, it feels like mana from heaven. It truly is the little things. My wife, who specializes in UX design and has watched me play entirely too much Madden 24 over the last year, walked by while I was playing this year’s iteration and casually remarked that “this looks like an actual menu designed by an actual person.” Hallelujah, brothers and sisters. They heard us.

All right, Will. Yeah, new menus. Big whoop. Tell us about something more substantial than that. Well, dear reader, the major modes benefit from this new focus on presentation, too, and I feel like a lot of what’s good here can be traced directly back to the improvements we saw in College Football 25. In Franchise mode, you can finally create female coaches, and there are more customization options than ever before in terms of heads and apparel. There are still only ten head options for women compared to forty for men, but it’s cool that they’ve been added at all.

Superstar also benefits from this new coat of paint, despite ditching the pretense of an opening storyline (and based on what I’ve seen, voice acting) entirely, which is a shame. The upside is that once you complete the Combine, things get better. The draft actually looks and feels like the NFL draft. When the almighty Joe Throw got drafted by the Falcons 8th overall, Roger Goodell, the most hated man in football, came out and hugged him before presenting him with a Falcons jersey and posing for a picture — just like in real life. Did Joe look like some hideous golem animated by black magic compared to the mute, wax figure of Madden 25’s Roger Goodell? Yes. Does that matter? Not really. It still looks a hell of a lot better than what we had, and I appreciated all of the additional customization options I was given when recreating Joe Throw in Madden 25 — another thing this year’s Madden feels like it owes in part to College Football 25.

The draft actually looks and feels like the NFL draft this year.

Once I was in the Falcons facility, I walked around with head coach Raheem Morris and we discussed my goals for the preseason. Again, it’s a little weird to see everyone’s mouths move and have no sound come out, but graphically? Way better than last year, and I appreciated the moment-to-moment visual updates, whether I was chatting with my teammates in the locker room or out on the field. No longer are we trapped in hotel rooms.

Speaking of the field, there’s some neat stuff to see here, too. Things just look better all around, whether it’s character models, animations before, during, and after plays, or the new and improved touchdown graphics that pull up the scoring player’s photo. Again, it’s the little things.

Not everything’s a home run here, however; I hate the new play arts, at least the ones we see in the playbook. They’re harder to parse than the ones in Madden 24 and, conveniently, look just like the ones in College Football 25. They can’t all be zingers, I guess, but man, these can’t be replaced fast enough.

There are also a lot of big changes, like the new kickoff rules, which feel… really weird. I don’t think I like them, but that’s an NFL problem, not necessarily a Madden problem. Either way, it will take a while to get used to. Other things are more positive. I love being able to choose coverage shells rather than just appearing in base align, and I’m a big fan of being able to shift both sides of my O-line independently of one another… yet another feature we first saw in College Football 25. It might just be me, but Madden 25 even feels closer to College Football 25 in terms of speed – maybe I’m crazy, but if that actually proves to be a thing as I play more, I like the direction things are headed.

I also like that there are more mini-games to play, and that there are finally mini-games for O-linemen you can use to Focus Train them in Franchise mode. I don’t particularly enjoy these mini-games, admittedly, but at least they’re there and I can use them – and overall the mini-games here are hands down an improvement over Madden 24. Getting messages from my GM when I’m playing as a coach in my Franchise is also a nice touch, and I’m a big fan of the new commentary teams, particularly Kate Scott and Brock Huard. (Say it with me: it’s the little things.)

I have a lot of Madden NFL 25 left to play before I’m ready to give it a score. I have a Franchise to run, more Superstars to guide to Lombardi glory, my yearly slog in the EA Money Machine that is Ultimate Team, and so on. But I find myself… optimistic? Is that even a thing you’re allowed to be about Madden? Maybe I’m totally off base, and I’ll notice more issues the more I play. Football’s a game of inches, after all, and the smallest mistakes can lead to disaster. But right now, man, those little things? They’re feelin’ pretty good.

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