As many of you know, Â Millennium has taken over the Operation Sports Twitter account during EA Play and has posted quite a few impressions and details about Madden NFL 18. We’ve rounded up the best ones below, check out our Twitter feed for more.
- You can absolutely feel the difference in the weight of the controlled player.
- Player movement feels heavier. Definitely a better weight to it.
- Scat backs felt quick. Running as a FB without the ball felt like trying to turn a Mac truck.
- If you overplay as the user in Madden NFL 18 you will pay this year. Overplay meaning if you step ahead of the play. More weight will play a part.
I JUST tried that. I couldn’t. I’ll try to ask people better than me (Zan, Problem, Dubby and Stiff are here, will know better) https://t.co/0aMNcM1iEp
— Operation Sports (@OperationSports) June 10, 2017
- Target Passing – difficult but rewarding. Comes off your primary receiver (so reads are important). Rewarding once you ‘get it’
- Played more MUT Squads – hope gamers in all modes open to at least try it. It’s a lot of fun.
- Got time 1 vs CPU on Simulation mode in Madden NFL 18Â – penalties galore. Passing windows are TIGHT. WR/DB anims are noticeable.
- Madden NFL 18 Target Passing: Primary Receiver is your first “lock”. Push LT/L2 and the target icon appears. Use L Stick to guide target…
- If you want to switch target to another receiver – while holding LT/L2 push the button of the receiver. Process begins again.
- Target Passing IS NOT EASY. You will need practice. It is also NOT required to play the game.
- It feels more like NFL Fever to an extent, but the target icon isn’t tethered to the receiver.
- It’s more much more intuitive than Cone ever was.
Primary Receiver is present in play but you can change it with Coach Cam + Button for receiver. https://t.co/H3ZkNqdzHG
— Operation Sports (@OperationSports) June 11, 2017
- Off ball injuries are in, ANY player interaction has a chance to result in injury. There is a draft board feature coming for AFK drafting, and Coaching Assignments are in.
- Deep coverages felt better, but way to early to tell. Blue zones seemed to pick up Cover 2 releases better.
- Underneath coverage is MUCH more aware of C/Corner routes. And passing windows on whole were tighter on All Pro
I saw it 3 times in one 15 minute quarter game yesterday on All Pro default, Sim setting. VERY SMALL SAMPLE SIZE. https://t.co/t1Eh0TJGLk
— Operation Sports (@OperationSports) June 11, 2017
- You can manually grab a receiver last 5 yards with the new WR/DB Mechanics
- saw a coach pick up a player after a tackle on the sidelines yesterday.
If you mean the Swerve, than yes. If you mean blue (deep) zones, then yes. https://t.co/d3KKGhq1pP
— Operation Sports (@OperationSports) June 12, 2017
Correct. You can tell your DBs to play the ball/WR or Swat, D Line to Jump the Snap, Normal, or Conservative. https://t.co/7KJETZnz9P
— Operation Sports (@OperationSports) June 12, 2017
Also C and Corner Routes are covered better. Underneath DBs recognize and jump the route more. Saw a blue zone jump one too https://t.co/WZCRkNa0t1
— Operation Sports (@OperationSports) June 12, 2017
- Coaching Assignments, WR/DB Interactions BOTH have an immediate impact on team building in Franchise Mode.
Deep blue recognizes anything going deep. If you control a safety you’ll see the target go from the zone to the player you should attack. https://t.co/p9TPkQF95B
— Operation Sports (@OperationSports) June 12, 2017
Published: Jun 12, 2017 12:00 pm