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Madden 19

Discussion in 'Sports Games' started by Riddler_Tam, May 26, 2018.

By Riddler_Tam on May 26, 2018 at 8:30 AM
  1. Building on the success of last season, Madden NFL 19 pushes gameplay farther than ever before, with advances in popular game modes and control put solidly in the players’ hands.

    At the forefront of these changes are the enhancements to player influence. Madden NFL 19 will deliver unprecedented control with Real Player Motion. RPM brings realistic character movements and animation variety, creating authentic movement unique to positions and body types that delivers game-changing control and precision on the field. For example, RPM allows you to “Hit the Hole” by finding an open lane, maneuvering around your opponent, and seamlessly running through the lane for that critical extra yardage.

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    For the ultimate fantasy football team, there’s Madden Ultimate Team, and now there are even more ways to play with your custom roster. Solo Battles is a leaderboard driven reward system comparing your performance in daily single player challenges against other top MUT players.

    MUT Squads was a popular game mode introduced last season that allowed players to combine efforts to build amazing rosters for online 3 vs. 3 matchups. In Madden NFL 19, you can team up with friends against the CPU to take on tough challenges set to push your teamwork to the limit.

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    A longtime favorite mode in the Madden community is Connected Franchise. This mode gives players the ultimate NFL experience. With Madden NFL 19, in addition to controlling the NFL team of your choosing, you’ll be able to adjust the roster to completely fit your scheme and gameplan thanks to Player Positional Archetypes, which help determine which players are the best fit. Improve how well your roster and scheme match as you earn XP and spend Skill Points to boost specific skill sets.

    Madden NFL 19 is set up to be the best Madden season yet and is coming to PS4 on 10th August.

    Source playstation blog
     

Comments

Discussion in 'Sports Games' started by Riddler_Tam, May 26, 2018.

    1. M19 Deep Dive: MUT

      It’s almost time to get your popcorn ready. You still have the opportunity to do sit-ups in the driveway. So hurry up and get fitted for that gold jacket because Madden NFL 19 has officially been announced and I’m thrilled to deliver the first bit of news. Madden Ultimate Team has some exciting things to share so let’s jump right in!

      Player Upgrades

      The design that drove the most amount of feedback in MUT 18 was unquestionably Power Up Players. It allowed you to have the most powerful version of a player, but it came with some limitations that we could not handle without additional development. We definitely heard and understood the feedback and invested in building support for Power Up Players with Player Upgrades in MUT 19.

      Let’s start from the beginning and discuss what made upgrading players difficult in Madden NFL 18. First of all, it took a lot of exploring through Sets and knowing exactly what you needed to do. This may not apply to everyone who is dedicated enough to read this blog, but Power Ups were too complicated. You needed to know how to navigate through the Sets UI, understand how to get Team Tokens, and then what you could actually do with them. Our first goal for Madden NFL 19 was to streamline this process and it started with building a new currency type – Training. Training is one of the things you’ll need to Power Up Players in MUT 19. The primary way you’ll earn Training is by quick-selling items you don’t need. More on Training a little bit later.

      Now we can move onto the next layer of accessibility we added to upgrading players – removing the need to go to Sets. Wouldn’t it be easier if you could just upgrade players from the item itself instead of getting lost in one of the hundreds of Set paths? Yup, we agree. Now when you click on a player, the first thing you will see on the back is an option to Upgrade. If that player has an Upgrade option, you will be launched into the new Player Upgrades UI.

      [​IMG]
      As you can see in the image above, you now have full access and visibility into all the upgrade options that player has. Also note that some Tiers require Training while others require a specific item. Navigating through the different tiers will also show you what that player’s new ratings will be every step of the way.

      So, we’ve touched on how we made this design more accessible, but the Player Upgrades feature needed to do way more than that. I said we listened to the community and understood their frustrations, so let’s start addressing those. First, we should rip the band-aid off and say up front that once you upgrade an item, it still becomes non-auctionable/non-tradeable. The big difference in MUT 19 is that you will be able to downgrade and go backwards on players that you want to get out of. By doing so, you will also be refunded a portion of what you’ve invested in that player. Let’s dive into an example (the numbers used are completely hypothetical):

      Aaron Rodgers Base Power Up – 80 OVR

      Tier 1: 82 OVR (requires 100 Training)

      Tier 2: 84 OVR (requires 200 Training)

      Tier 3: 87 OVR (requires his 86 OVR Core Elite)

      In this example, you have acquired the base version of Aaron Rodgers’ Power Up. This item is auctionable/tradeable up until the point where you invest 100 Training into him and reach Tier 1. From there, put 200 Training more into him to reach Tier 2. And finally, after acquiring his 86 OVR Core Elite, you place that into the Power Up as well. If you want to go backwards and stop investing in Aaron Rodgers for whatever reason, you can choose to downgrade. When you downgrade from Tier 3 to Tier 2, you will get that Core Elite Aaron Rodgers back (and if that Core Elite was auctionable when you invested him, he will return as auctionable). Going from Tier 2 to Tier 1 will get you a percent of the 200 points of Training you invested back. We are still determining what that percent will be, but we will let you know as soon as we have settled on that number. And finally, going from Tier 1 to the base will make the base item auctionable again. Sounds a whole lot better, right?

      But wait, there’s more (I’m sorry, I had to)…

      How many times has a brand new player come out and he looks absolutely sick except his Chemistry doesn’t match what you personally value (c’mon EA!). Well, we as MUT Producers are removing ourselves from that equation and turning it over to you, the players. In MUT 19, almost no players will come with Chemistry (outside of Team Chemistry) already equipped. Instead, you will have the option to upgrade that player which opens up a Chemistry Slot and a bank full of available options. Let’s do a very basic but common example:

      You acquire a Core Gold player. When you acquire him, he has nothing but his Team Chemistry equipped. But when you click on the player and choose to upgrade him to Tier 1, you unlock his “Scheme Chemistry” Slot. From there, tab over and you’ll see that you have a bank filled with all the available Scheme Chemistry options. You get to choose which one to equip. And just as we’ve done with the upgrade tiers, you’ll have the ability to remove or change Chemistry as well. If you have equipped Balanced Offense but want to change it to Go Deep, go right ahead. Madden Ultimate Team wants to continue delivering more ways to let you personalize and customize your team and being able to choose your Chemistry load out is a great opportunity to further that goal.

      It’s worth noting that not all players will have the same Chemistry options, especially when it comes to Chemistry Abilities. Players will need to be at a certain OVR or have a specific attribute at a certain rating threshold in order to have that Ability appear in the bank of Chemistry choices. We’ll do our best to share that information in more detail after we’ve had time to tune those values.

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      Solo Battles

      Another feature we’re really excited to talk about is Solo Battles. Solo Battles brings the competitive feel of Weekend League to players who are more comfortable taking on the CPU. There will be 13 games per week, and in each game you will try to earn the highest Battle Score. Battle Score is earned from completing a Solo Battle game, winning a Solo Battle game, and the stats you accumulate in that game. There’s one additional factor for determining how many Battle Points you can earn and that’s by choosing your modifier. The modifier is a combination of difficulty and game style. The higher the difficulty, the higher the multiplier.

      Solo Battle games are full game challenges vs. the CPU. The quarter length is set to three minutes and you will have only one chance to record the best possible results. There is no restarting or replaying a Solo Battles game like you can in a traditional Solo Challenge.

      Each week your goal will be pretty straightforward – earn as many Battle Points as possible. The reward structure for Solo Battles will look fairly similar to Weekend League. There are 14 different reward tiers, which includes players who are in the Top 100. We’re not quite ready to detail the exact rewards for launch, but we plan on sharing those details when we get closer to that date.

      There’s one more really unique aspect to Solo Battles worth mentioning. While you are playing against the CPU, the roster will be comprised of real-life MUT teams. That means if you are participating in MUT, you are potentially eligible to have your team chosen and represented in Solo Battles. And while it would be really exciting to have your team show up in Solo Battles, it’s just as exciting for the people playing. Since we are constantly pulling teams from the community each week, the rosters you are facing will always be in tune with the latest content in Madden Ultimate Team.

      Let’s wrap up talking about Solo Battles by outlining what our current thought process is for our content release cadence. There’s a chance this could change, but it’s what we’re currently planning. As mentioned earlier, there are 13 games that include a “Featured Opponent,” which is up for the entire week. The Feature Opponent game will also have an increased amount of Battle Points that you can earn so it’ll be really important to play this each week. As for the schedule:

      Monday – New Solo Battles week begins; Featured Opponent + First 4 games available

      Wednesday – Next 4 games become available

      Friday – Last 4 games become available

      [​IMG][​IMG]
      Squads Challenges

      MUT Squads returns in Madden 19 and, new this year, we have added the ability to play games against the CPU. You and two of your friends can team up to take on challenges that will be a mix of various difficulties, playstyles, and even weather. We will produce weekly challenges and plan on continuously updating that throughout the year.

      While there are only a few new Squads Challenges each week, you will be able to replay them over and over for a consistent coin reward. In addition, there will be a sizable first-win reward and an extra incentive to beat each of these challenges at least once every week.

      We’re excited about Squads Challenges because it offers a platform for players who just want to go have some fun together and not worry about having to play against another team of three. Also, Squads Challenges serves as a pseudo practice environment for Squads that just want to get some extra reps in before taking on the competition. And regardless of how you want to engage with Squads Challenges, there’s no doubt that we will be offering up some unique challenges that will put you and your team to the test.

      There’s a long-term roadmap for our vision of what Squads can evolve into. This is just the tip of that vision and we look forward to continue building towards those goals.

      [​IMG]
      What Else?

      In addition to the three major features we have built, there are a few other important things worth touching on. A good place to start is an addition that all of Madden will benefit from and that’s the inclusion of seven new specialist positions. In the lineup screen you will see some new options (in addition to 3rd Down Half Back) that will help you get the players you want in the right position on the field in specific formations:

      • Rush Right/Left Defensive End
      • Rush Defensive Tackle
      • Slot Cornerback
      • Sub Linebacker
      • Power Half Back
      • Slot Wide Receiver
      I’ll save the deep dive for a future blog, but at a high level, these positions were created so that gameplay could tag formations with these new specialist positions. So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.

      And since we’re on the topic of the MUT lineup screen, we should discuss some changes we made there. First of all, we felt like there was too much depth. There’s no reason to have positions like offensive lineman needing three total players per position, or five kick and punt return slots. So we shaved off the excess and then decided to make all the remaining positions for offense and defense count towards Chemistry.

      There are now 25 slots on offense and 25 more on defense that count towards Chemistry. As long as you are playing someone in their natural position, they will be contributing to your team even if they never see the field. This does mean that Tiers of Chemistry will take more players to activate in order to balance out having so many more Chemistry slots than in year’s past.

      Here’s a look at the full breakdown:

      Offense

      • QB1
      • QB2
      • HB1
      • HB2
      • HB3
      • FB1
      • FB2
      • WR1
      • WR2
      • WR3
      • WR4
      • WR5
      • TE1
      • TE2
      • TE3
      • LT1
      • LT2
      • LG1
      • LG2
      • C1
      • C2
      • RG1
      • RG2
      • RT1
      • RT2
      Defense

      • LE1
      • LE2
      • RE1
      • RE2
      • DT1
      • DT2
      • DT3
      • DT4
      • LOLB1
      • LOLB2
      • MLB1
      • MLB2
      • MLB3
      • MLB4
      • ROLB1
      • ROLB2
      • CB1
      • CB2
      • CB3
      • CB4
      • CB5
      • FS1
      • FS2
      • SS1
      • SS2
      Well, that’s a pretty in-depth look into what we’re working on and thrilled to deliver to you. Be sure to check back as more blogs for Madden NFL 19 continue to drop. Thanks for making it this far into the blog and being a big part of the Madden community. As a reward, I leave you with one final note. While I’m super pumped to see all of you checking out Madden NFL 19, there is one thing that I know won’t be making the trip – contracts.

      One final note. As we're working to make MUT 19 the best season yet, please understand that some of the numbers listed above are subject to change. At this stage, there's still loads of work ahead, but we're excited to share some of the details of what's to come this upcoming season. Consider this an early look.

      -Jake Stein, Associate Producer
       
    2. M19 Deep Dive: Franchise (@VGFL Member ICYMI)

      Experience Franchise in a whole new way!

      Step into your coach’s office and build your team into a dynasty. Upgrade your players, balance your scheme, and make decisions about your depth chart to impact your success on the field. After the game, visit your players in the locker room and slap a Captains patch on the superstars. Back in your office, soak up the best snapshots from the game on your TV and in the news. Download a community-created draft class and head to the NFL Draft. Find the hidden gem that fits your scheme and see your next superstar revealed on the stage.

      Player Archetype Progression

      Madden NFL 19 introduces a new way to progress and classify your players in Franchise with the Archetype Progression system. Each position is now broken up into two-to-four styles used to grade the player. For example, the quarterback position now has four styles: Field General, Scrambler, Strong Arm, and West Coast. Matt Ryan may be an 88 OVR West Coast, but only a 78 OVR Scrambler. On the other hand, Deshaun Watson may be an 82 OVR Scrambler but only a 79 OVR West Coast. These archetype OVRs make it easy to evaluate a player’s strengths and weaknesses.

      [​IMG]
      Earn Skill Points by acquiring enough XP for a player to level up. XP is earned during gameplay, training, awards, and more. Once you’ve earned a Skill Point, spend it on one of the Player Archetypes to upgrade the OVR for that Archetype by a full point.

      At the end of each game, you are presented with all the players that have skill points and are ready to upgrade. Let’s say you want to upgrade Matt Ryan’s West Coast OVR. It’s currently an 88 OVR, so spending one Skill Point will increase his individual player ratings, which will elevate his West Coast to an 89. This time, the West Coast upgrade awarded +1 to Play Action and Deep Accuracy and +2 to Short Accuracy. If he got a second skill point, he could receive +1 to Play Action, Short Accuracy, and Throw Power. The number of rating points earned from each upgrade varies, but they will always move you up one OVR point in the selected archetype.

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      The decisions you make with this progression system are powerful. Instead of just going up one rating at a time, your players progress a full OVR each upgrade. It’s a dynamic system that ensures players progress in unique ways, while still giving you control over the players’ total progression paths.

      Archetypes per position:

      QB: Strong Arm, Scrambler, West Coast, Field General

      HB: Power Back, Elusive Back, Receiving Back

      FB: Blocking, Utility

      WR: Deep Threat, Possession, Red Zone Threat, Slot Receiver

      TE: Vertical Threat, Possession, Blocking

      OL: Agile, Power, Pass Protector

      DL: Run Stopper, Speed Rusher, Power Rusher

      MLB: Field General, Pass Coverage, Run Stopper

      OLB: Pass Coverage, Run Stopper, Speed Rusher, Power Rusher

      CB: Man-to-Man, Zone Coverage, Slot Corner

      S: Zone Coverage, Run Support, Hybrid

      K/P: Accurate, Power

      Coach Scheme Fits

      Your coach’s scheme matters more this year, thanks to the Scheme Fits feature. Build your team with players that match your scheme and they will develop faster, giving you more success on the field.

      Start by choosing an offensive and defensive scheme. To make your decision easier, scroll through the available schemes to see how many players on your roster are a Scheme Fit. Each scheme looks for a specific Player Archetype for each position. For example, the West Coast Zone Run scheme looks for Agile offensive linemen. All offensive linemen that are Agile will have a puzzle piece Scheme Fit icon denoting they’re a match. This helps you find the players that best fit your team. The scheme fit icon is visible in Free Agent Bidding, Trading, Scouting, Drafting, and more.

      [​IMG]
      Change your scheme at any point for full control over how you build your team. Draft a stud Strong Arm QB in the first round and want to maximize his development? Simply switch to a Vertical Power Run or Vertical Zone Run offense and start building your team around him. Your QB will now get bonus XP in training because he is a scheme fit. Shape players to fit your scheme by upgrading the archetype your scheme prefers until they flip to a new player type. Players that have balanced Archetype OVRs are much easier to flip than ones that are far away.

      Here’s a full list of the offensive and defensive schemes this year:

      Offensive Schemes

      • West Coast Zone Run
      • West Coast Power Run
      • Vertical Zone Run
      • Vertical Power Run
      • Multiple Zone Run
      • Multiple Power Run
      • Spread
      • Run and Shoot
      Defensive Schemes

      • Base 4-3
      • Multiple 4-3
      • Base 3-4
      • Multiple 3-4
      • Tampa 2
      • 46 Defense
      Draft Class Creator

      The #1 requested feature by the community is here. Get ready to create and share Draft Classes using Madden Share. When Scouting starts in Week 3 of the regular season, you will be prompted to either use an auto-generated class, download a class, or import a locally-saved class. Download and import any time Scouting is available, even if it’s later in the season.

      [​IMG]
      Creating and sharing a draft class is easy. Start with an auto-generated class and edit as much or as little as you want. While on the main Scouting menu, press the “Edit Players” button to kick off the process. Choose to edit the current class or import/download another one. If you edit the current class, then you will be taken to a spreadsheet that reveals everything about the 450 players in the current draft class. Easily move players up and down the draft projection using the “swap” and “insert above” tools. Select each player and edit his Player Info, Appearance, Equipment, Ratings, and Player Traits.

      [​IMG]
      When you access the Draft Class Creator menu, a Transaction Log item is sent so other people in your league know that you saw the full draft class. The Transaction Log is also notified each time a player is edited so that others can keep track of who you are changing. For multi-user leagues, only the Commissioner can adjust the draft class.

      [​IMG]
      Find all the draft classes the community has created in Madden Share. Sort by most downloaded and top liked to find the class you are looking for. Download a draft class, make edits, and then upload a new one. Everything is at your fingertips when you’re using the Draft Class Creator.

      Depth Chart Positions

      Your team now has a Specialist section with seven depth chart positions. These positions ensure the right players are on the field in the right situations.

      [​IMG]
      Nickel and Dime defenses now use Rush Left End (RLE), Rush Defensive Tackle (RDT), Rush Right End (RRE), Sub Linebacker (SUBLB), and Slot Cornerback (SLCB) positions. These players are best for downs when the offense is likely to be throwing the ball. For RDT, RLE, and RRE, this means that the run stoppers are leaving the field and the pass rushers are stepping in. The CPU won’t put in a player that has low pass rush moves in this position. For Sub Linebacker, the best pass coverage linebacker will fill this spot. Your Slot Corner will be the best players on your team using the Slot Corner OVR, but will not fill with CB1, CB2, FS1, or SS1 unless their archetype is Slot Corner.

      [​IMG]
      The Slot Wide Receiver (SLWR) depth chart position will be the best players on your team using the Slot Receiver OVR. It will not be WR1, WR2, TE1, or HB1 unless their archetype is Slot Receiver. This will ensure that players like Miami Dolphins' Danny Amendola are used in the slot, but guys that are better outside will stay outside.

      Power Halfback (PWHB) is used in goal line formations and other heavy sets as your running back. He will be the best player on your team to tote the rock between the tackles using the new Power Back OVR. If you have an elusive back as your best halfback and want to keep him in on goal line formations, just swap him into the PWHB starting position. You have the control!

      3rd Down Running Back (3DRB) now uses the new Receiving Back OVR. Your 3DRB will come in on 3rd Down for many formations. Some playbooks even have your 3DRB come in on shotgun formations for other downs, too.

      Kick Returners (KR) and Punt Returners (PR) got some love as well. The CPU will never have a starting HB, WR, CB, or S as a Kick Returner. The CPU will use starters to return punts if their Kick Return rating is high enough, though. This means that guys like Antonio Brown will be back there during punts, but won’t see the field during kickoffs.

      Player Ratings

      Eleven fresh ratings have been added to help differentiate players and bring to life the Archetype system. For example, the new Run Block Finesse and Pass Block Finesse ratings will be featured on Agile linemen. Meanwhile, Power linemen will rely on the new Run Block Power and Pass Block Power ratings.

      [​IMG]
      • Break Tackle: Determines broken tackle success for ball carriers vs standard tackles (not Hit Sticks or Cut Sticks).
      • Break Sack: Determines whether the QB will escape a sack inside the pocket.
      • Throw Under Pressure: Determines passing accuracy when throwing under pressure.
      • Run Block Power: Determines success chance for Drive, Down, and Power Double Team blocks on plays like Toss and Power O.
      • Run Block Finesse: Determines success chance for Zone, Reach, and Zone-Double Team blocks on plays like Outside Zone and Stretch.
      • Lead Block: Determines success chance for blockers leading from the backfield or pulling from the line.
      • Pass Block Power: Used versus defensive power moves.
      • Pass Block Finesse: Used versus defensive finesse moves.
      • Short Route Running: Used when running short routes (Slant, Drag, etc.).
      • Medium Route Running: used when running medium routes (Curl, Dig, etc.).
      • Deep Route Running: Used when running deep routes (Corner, Streak, etc.).
      Immersive Environments

      [​IMG]
      We’re unleashing the power of Frostbite in Franchise with the addition of immersive environments. While playing as a coach or owner, you’ll be exploring your coach’s office. If your coach has won a Super Bowl, you’ll see a Lombardi trophy on the shelf. Head to a locker room environment to interact with your players.

      [​IMG]
      If you’re playing as a player, you will see your player in a locker room as he prepares for his next game.

      [​IMG]
      In addition, you’ll experience the NFL draft in Madden in a brand-new way. The draft stage presents which team is on the clock and who the previous pick was on giant video boards in front of a crowd. When it’s time to make your pick, your draftee will be sporting his new uniform while his ratings and development trait are revealed.

      [​IMG]
      These amazing environments deliver an immersive experience in Franchise while you build your ultimate dynasty.

      Snapshots

      [​IMG]
      We want you to live in your Franchise and want to help you tell the stories of each game. We’re doing this by displaying some of the top moments from each game as Snapshots. You can take snapshots from instant replay and in the highlight screen, and then the snapshots will be automatically recorded for you from key moments in the game. These Snapshots are integrated throughout Franchise as part of your immersive environments in the hub and in news stories. View full screen Snapshots from your games or from other users in your league by visiting the Snapshot Gallery. The Snapshot Gallery holds the last 100 snapshots from the league. As you load into game, see your very own snapshots in the background. Your snapshots are everywhere! Even the main menu of Madden shows your most recent snapshots.

      Team Captains

      [​IMG]
      To address another top community request, team captains can now be added and removed from the roster. You can add up to six captains per team. The captains patch will appear in game on the players uniform. Each star denotes how long they’ve been a captain. Not all teams allow for the stars to be shown on the uniform, but all captains will have a star icon visible on the field. This feature will let you quickly identify the top players on the opposing team.

      Regression

      At the end of each season, players regress based on their age and development trait. This year the regression is much more dynamic, meaning that each rating will have a unique chance of going down. High Development Trait players regress slower than other players, and the age at which players at different positions start regression has been adjusted as well. This means that high-caliber players have a better chance of extending their careers and climbing their way up the legacy leaderboard.

      Dynamic Dev Trait

      A player’s development trait determines how much XP they earn from training and games. We’ve updated them this year to be Normal, Quick, Star, and Superstar. It’s now much harder to be a Superstar than in years past. There are only a few Superstars per position, which makes them difficult to get, but the traits change more frequently. At the end of the season, each player is evaluated on how well they did compared to the rest of the league. Their performance will result in their development trait going up, down, or staying the same. Superstars need to perform at a consistently high level and be statistical leaders in order to hold on to the precious Superstar trait. Further, we have made rookie superstars extremely rare as part of our generated classes – they’re the ultimate reward of the scouting and draft process.

      Step further into your Franchise in Madden 19 and build your dynasty. Play this and more in Madden NFL 19, available August 10.

      -John White, Senior Designer
       
    3. M19 Deep Dive Longshot

      Longshot broke new ground for Madden last season. It not only delivered the franchise’s first-ever story mode, but it gave gamers a new way to experience the NFL with an emotional story and engaging characters.

      Following last year’s critical acclaim, fans can continue the story of Devin Wade and Colt Cruise in Madden NFL 19. Longshot: Homecoming delivers more depth as these beloved characters continue their personal journeys, on and off the football field.

      Just like other features in Madden, fan and community feedback were the forefront of development. One of the common requests was that gamers wanted to feel more involved with Longshot from a gaming perspective. With that, this season players will be taken through four times the gameplay and be thrown into even more on-field action.

      [​IMG]
      Players will continue to track Devin Wade and Colt Cruise on their journey following the results of the reality competition that propelled Wade’s football career into the spotlight. In this season of Longshot, Wade starts training camp with the Dallas Cowboys. Players will control Wade’s story in his quest to prove he belongs in the NFL. Cruise’s story focuses on his attempt to get another chance in the NFL while off the field obligations tear him further away from his dream.

      Longshot in Madden 19 also takes its immersive gameplay outside the story mode. Now, you will be able to continue Devin and Colt’s narrative in Madden’s other popular game modes, Connected Franchise and Madden Ultimate Team. See if you can take Devin to Super Bowl glory in Franchise while building the legend of Mathis football as Colt looks to guide his high school to gridiron success.

      Plunge into a storyline with immersive gameplay and depth surrounding their favorite sport when you take your football prowess into the Homecoming in Madden 19.
       
    4. M19 Deep Dive Real Player Motion and Gameplay

      Gameplay in Madden NFL 19 was developed with two primary objectives:

      1. Player Control across the field

      2. Immersive NFL Experience from start to finish

      To achieve these objectives, our goal is to deliver the most significant animation upgrade in Madden history. Madden NFL 19 introduces a package of features known as Real Player Motion – featuring authentic player movement, more player control and responsiveness, and player signature behaviors that will immerse players into the NFL each and every game.

      Real Player Motion - Locomotion

      Player Locomotion, or Run Cycles, is the feature that is going to have the biggest impact on Madden gameplay. The Locomotion system has been rebuilt using technological innovations from across a variety of EA games and was designed in a way that intuitively balances the line between responsiveness and authenticity.

      The new Locomotion system delivers the precision of making sharp cuts vs. rounded turns based on button inputs. Want to make a sharp cut up the field before stepping out of bounds near the sideline? Let go of the RT/R2 Acceleration Burst and move the LS in the desired direction to cut sharply on a dime. Want to run at full speed, making minor movements to avoid losing momentum? Hold down the RT/R2 Acceleration Burst to carve through the defense.

      Managing the Acceleration Burst mechanic will have the biggest impact on the way you play Madden. When used, Acceleration Burst will take your player to top speed based on his ratings but prevent you from making drastic direction changes without losing speed. When NOT accelerating and using ONLY the LS to move your player, you can make sharp, precise cuts and drastic direction changes, but cannot run at top speed. This change in speed transitions allows you to be in full control over how you want your player to move on the field while offering the most visually authentic locomotion we’ve ever had.

      In addition to the movement benefits, players’ Run Cycles will be visually and functionally separated based on each player’s height, weight, position, and ratings. There are multiple versions of Run Cycles in Madden 19 so that each player will feel and look unique. A big, bruising fullback may have to take a few extra steps to make that sharp cut up the field as opposed to a short, shifty scat-back, who can quickly put his foot in the ground and go.

      One-Cut

      Speaking of putting your foot in the ground and going, One-Cut is a new ball carrier move that does just that by leveraging the skill of the Acceleration Burst with the precision of the new Player Locomotion. Inspired by ”one-cut” backs in zone schemes, and further supported by Minnesota Vikings’ WR Stefon Diggs’ miracle play in playoffs, this mechanic unlocks the ability to burst out of a controlled cut on a drastic direction change up the field.

      When making these cuts, there will be a small timing window open to activate a faster version of the Acceleration Burst as the outside plant foot hits the turf, simulating the burst ball carriers get when sticking their foot in the ground and hitting the hole. But be aware, this mechanic is so powerful, it comes with a heavy stamina hit, so you’ll have to be smart about when to deploy the move, as you’ll most likely only have the energy to pull off only one in a single play. The speed and effectiveness of One-Cut is of course tailored to fit each player’s individual ratings and scales per your difficulty level.

      Strafe Burst

      The defensive counter to One-Cut, Strafe Burst is very similar in its look and feel, as it will allow your defender to have a similar ability to quickly accelerate out of a foot-plant to go make a play.

      When holding LT/L2 to strafe on defense, you can accelerate out of the strafe and into a sprint by releasing the strafe button and quickly activating the Acceleration Burst on RT/R2. It uses the same timing window system as One-Cut and mastering this mechanic will give your defender the ability to make a play on the One-Cut in the open field, while carrying a similar stamina hit.

      Branching Special Moves

      In Madden 19, you can chain together ball carrier special moves and make a smooth transition from one to another before each is completed. You want to quickly transition from a Juke to a Spin and back to a Juke? Real Player Motion allows the freedom and creativity for our players to take their best shot at putting out some of the best highlight videos ever seen.

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      Hit the Hole

      Traditionally, one of the areas of the game where our players felt like they commonly lost control is when navigating through tight gaps in the trenches on running plays. Real Player Motion allowed us to make a new Ball Carrier mechanic to ensure more player control at this critical point in the run game.

      Known as Hit the Hole, this is a Right Stick mechanic that is a contextual extension to the existing Juke system. When running through the line, if you want to make a quick direction change to get through a gap in the line, flick the RS towards that gap and you’ll see your ball carrier make a contextually appropriate direction change into the gap that will get him through quickly and efficiently, without tripping over his linemen or getting stuck behind them.

      The player skill here lies with recognizing when an open gap exists or not. If you flick the stick towards a gap that has closed, your ball carrier will still make the direction change, but instead of squeezing through the line, he’ll be tackled instead.

      Push the Pile

      Building on the same area as Hit the Hole, Push the Pile is a new ball carrier mechanic that fits the same objective around player control.

      Sometimes, on inside run plays, there are no open gaps to run through and you need your player to intentionally make contact with his blockers. Built specifically for these cases, Push the Pile is an extension of the Truck Stick mechanic. If you want to engage your running back into the back of a blocker to just push forward or guide the blocking engagement out of your way to gain space, simply hold the Right Stick up as you make contact with the blocker to get into a Push the Pile interaction.

      Based on the player ratings of all three players involved (the ball carrier, blocker, and defender), there are a variety of results for these interactions. These include versions that fit a big, bruising RB who might truck right into the defender as he’s engaged and knock him down; versions for smaller, shifty backs who can just place their hand on the back of the blocker and guide him out of the way; and of course, situations for the defender to tackle the ball carrier as he’s trying to push through the line.

      Catching Improvements

      For catching in Madden 19, we really wanted to address some of our players’ feedback from the standpoint of delivering more freedom for the user. Common player feedback around getting pulled into catch interactions you didn’t ask for or watching a receiver jump high in the air and not being able to defend him when you’re trying to knock the ball out. To address those, we’ve introduced a new Mid-Air Collision system for receivers who like to high-point the ball and new additions to the Catching system to give more player agency when user-ing your receiver.

      Defenders will have more control to decide between interacting with the receiver during the catch or afterwards. ”Play Receiver” is now all about hitting the receiver hard to make sure he doesn’t come down with the ball. On offense, you will have more time to make your decision about the catch you want and react later in the play to make your final choice. The catch mechanics remain the same, but no longer will you jump up in air while holding either Possession or RAC catch mechanics, as we’ve invested in staying closer to the true intent of those mechanics. But be aware that if you attempt to RAC catch a ball that is throw too high, you will most likely not be able to catch it. Choose wisely.

      Animation Quality

      In addition to making the game feel authentic, we also have done a lot of work on making the game look authentic. Real Player Motion is more than just stick mechanics and player control – this new technology also has allowed us to build features that keep you in the moment all game long. Check out a few of the highlights below.

      Tackling

      When looking at all the core fundamentals in Madden, tackling has far and away gotten the biggest visual upgrade.

      Our players will see tackles influenced by momentum, speed, and weight with our new Momentum Tackle system that ensures tackles play out as expected based on how the players started the tackle. When a defensive back is standing still or strafing to make a conservative tackle on a big, bowling-ball type of back running at him with a full head of steam, you’ll see the defensive back get taken for a ride while getting that back on the ground. Conversely, if the running back is trying to change directions and gets popped by a big linebacker running downhill, the running back will take the force of that hit and fall down in the appropriate manner.

      We also invested heavily on improving our Tackling Physics system so that players who add-on into a gang tackle or get involved in the play late can find the correct animations to use in these interactions. They will no longer go into a “rag-doll” state or fall down while looking unaware of the game situation. These players will remain active in the play and their bodies will act according to the laws of physics and momentum.

      We did not overlook the end of the play either. Anytime a tackle happens in Madden, players need to get up off the ground. To ensure that players getting up looked just as authentic as the players during the tackle, we built a new Get-Up system that allows players to smoothly transition from hitting the ground to getting up off the ground, to keep you immersed the experience. You’ll see players athletically roll with momentum to get up quickly, or see players intelligently delay getting up while other players on top of them get up first.

      Lastly, we did a complete refresh of all of the Hit Stick animations. Every Hit Stick in the game will be new and use the Momentum Tackle system to ensure the same visual quality we expect with all of our tackles. Some new features also come in with the Hit Stick improvements. You can now attempt to Hit Stick a receiver during a catch but be careful not to be early or you will be flagged for Pass Interference. And the timing window has been decreased so that the Hit Stick is a true skill mechanic that will come with a heavier risk of broken tackles than we’ve had before.

      Signatures

      Beyond the features we’ve built for in-game physical immersion, we also wanted to deliver some personality to go with it. There’s two features we’re introducing in Madden 19 that deliver on Player Signature; QB Pre-Play Signatures and User-Controlled Celebrations.

      QB Signatures

      We studied hours of film and watched QBs across the league to identify what makes each QB unique in his behaviors and mannerisms before the snap and have begun to reflect that in Madden. Green Bay Packers’ QB Aaron Rodgers adjusts his thigh pad all the time. Kansas City Chiefs’ QB Patrick Mahomes is very deliberate when making pre-snap adjustments. All of these behaviors will be reflected in Madden 19 on multiple levels, including Contextual (fidgets), Functional (pre-snap adjustments), and Audio (all supported QB’s will have contextually correct on-field wires associated with each signature animation). We are launching with a handful of NFL QBs fully supported and will continue to update more via post-launch updates.

      User-Controlled Celebrations

      You are now in control of what type of celebration you want to use after making that game-changing player. After a touchdown, sack or safety, you will have the opportunity to choose one of five celebration options via the Right Stick:

      • RS UP – Team/Group Celebration
      • RS RIGHT – Spike
      • RS DOWN – Player Signature
      • RS LEFT – Dance
      • RS CLICK/R3 – Swagger: Steal a Signature animation from the opponent team
      Just like with the QBs, we spent dozens of hours watching film to see what celebrations NFL players are doing and which are the most popular, such as “Duck-Duck-Goose,” “The Bobsled,” “The Safe-Breaker,” and of course the many versions of “The Gronk Spike.” You will see a wide variety of celebrations that you see on Sundays, and we will continue to update this content all year long via post-launch updates.

      Coverage

      We’ve made several additions and improvements to our Coverage AI logic. For starters we’ve added new rule sets for Cover 4, Cover 3, Cover 2, as well as other improvements. Here are some of the changes we’ve made.

      Cover 4 – We have two new versions of Cover 4 (Quarters and Palms). Quarters and Palms are commonly referred to as “Man Match” defenses, which simply means the defenders in coverage can match up and play man-to-man. Both coverage concepts are similar but with two key differences.

      Against a formation where a slot receiver is present, and if the slot receiver runs a quick out, the defense in Cover 4 Quarters will handle this route with the “Quarter Flat” player. In the same scenario with Cover 4 Palms, the defense will handle this route with the cornerback who’s playing “Outside Quarter.” In a sense, the coverage plays like a Cover 2.

      Cover 3 – For Cover 3, an emphasis was placed on improving the logic for Curl Flat defenders and adding rule sets for standard Cover 3 so it’s better equipped to handle route concepts from Trips and Bunch formations that traditionally give it trouble. When the offense aligns in a Trips or Bunch formation, Cover 3 Match, Cover 3 Sky, and Cover 3 Buzz plays will function more like the Cover 3 Mable play from Madden 18.

      Tampa 2 – The primary of focus with Cover 2 was adding new rules and logic for the Middle Read and Vertical Hook defenders. The Middle Read player will now do a much better job of getting to the deep middle of the field to defend against pass routes that cross that area. We also continued the work with our Cloud Flat players in regard to defending hi-lo route concepts and with new press animations.

      Protect the Sticks – The Protect the Sticks mechanic has been overhauled and updated with new logic. Now underneath defenders in zone coverage will spot drop the depth of the first down marker.

      New Plays – The defensive theme continues as we’ve added a new defensive formation called “Big Nickel Over G.” This formation uses 4-2-5 personnel which is (four down linemen, two linebackers, and five defensive backs). Three of the defensive backs are safeties, thus the name Big Nickel. The formation contains new plays and coverage concepts.

      - Clint Oldenburg, Lead Gameplay Design
       
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