had a chance to play both the current-gen and next-gen versions of Madden NFL 25 at E3 2013. The current-gen version was fully playable, while the next-gen version gave us the opportunity to look at the improved pass blocking and running game on new console hardware. Early last week, I wrote about the next-gen version but had an opportunity to play with it a little more to provide a little more information.
Madden NFL 25 Current Gen
The running game has been vastly improved with the improved run blocking this season along with the new running game features. You will see players block who they should block, even at the next level. Players were blocking with a purpose, not just running to block the nearest defender to get a block in on the play. Running the ball was fun and it will probably change the game plan for some of you. You can finally be patient and wait for the blocks to setup before sprinting through the hole. Foot planting is better, so there is less sliding.
Everything just looks smoother overall.
Pressure from the defensive end position might be improved a little this year, although I haven't gotten enough playtime to really gauge whether this is the case or not. I recorded 2 sacks with Ware in my limited playing time, but it is still difficult to get decent pressure while controlling anyone on the defensive line in the game. The moves at your disposal are the same as last year. There might be a few new animations on the line, but you won't fully feel a huge difference.
It is disappointing to bull rush a QB and get stonewalled while using a spin move that keeps you in the same exact position as when you started -- which is, nowhere near the quarterback. I tried to get pressure with JJ Watt against a weak offensive line and wasn't having any luck. I did burst through on occasion, but this is still a bit concerning. Without a doubt, there is a definite improvement in run blocking. On the other end, there might be some improvement in pass blocking but it is not as noticeable.
Man alignment works better this year, especially when sending a blitz. Defenders will line up on the receiver and you will notice none of them will get a free release. Saw a few people try to streak their TE and bumping receivers worked there as well. I didn't see the ability to have your best corner follow the best WR, no matter where he lined up. It sure would be nice to be able to do that again.
There were batted balls at the line of scrimmage, some pop up and make you squirm a little hoping it doesn't get intercepted. I actually had one that popped up and landed in the hands of my running back in stride, over his shoulder for a touchdown. It was actually pretty damn cool to watch. QB's will also get their arm hit, which causes errant throws.
The AI will pitch on option plays even if they are 5 yards down the field. I saw RGIII pitch it to Alfred Morris when he saw the safety lining up on him. I liked what I saw when the AI ran the read option against me, but it didn't happen very often, so it is tough to really gauge how effective it really is.
Just a few "little things":
Interceptions have a very smooth transition and not only that, you will see players plant and change directions instead of automatically stopping on a dime to take the ball back the other way.
I saw celebrations from the following players: Dez Bryant, Alfred Morris, Clay Matthews and Arian Foster.
I am not sure how many others are in but celebrations work as they should this year,automatically playing after scores and/or sacks. Last year, there seemed to be issues triggering celebrations.
While controling Dez Bryant down the sidelines, I hit a crazy stiff arm and tight roped the sideline to gain an additional 5 yards.
I did not observe any close games, so I can't judge how the AI handle late game situations.
Believe it or not, pass interference was called a few times during my playtime.
One of the devs told me you can make your DE read the QB or the RB pre snap. I was told this after E3, so I wasn't able to test it out to assist in defending the read option.