Impressions:
Offline franchise mode:
Every year a buddy and myself play an offline franchise. Usually a handful of them with each game iteration. We take control of typically a crappy team (one in each conference) and rebuild them via FA/trades/draft - relocate them so they truly feel like "our teams", and typically meet in the SB every year (we sim the entire regular season, unless we happen to play eachother). We play through the playoffs and obviously, if we both hit the SB - play eachother. It's a lot of fun as it combines the thrill of trying to kick your buddies arse with the micromanagement ways of building a team. Fun stuff.
This year, the #1 thing I wanted to see them improve was the speed under which simulating games was done via Xbox One. In 15 it was almost unberable. Sim a season? Might as well go make dinner, it's going to take 15, maybe 20 minutes. Every time you advance a week in hte offseason, there is another couple minute wait. It was nearly unbearable. When I booted up the game and noted the really long load time to get to the menus... I feared it would be the same. They greatly improved it. Online franchise is but a few seconds when simming - but there is no local two player for it. Sad day.
However, offline franchise mode has been greatly improved in the time on the simulation. It's bearable now. I can only hope it gets better faster.
Otherwise, it's mostly the same game for micromanaging. I like that they included in game XP for accomplishing tasks - really makes you want to hit those game to game and season long targets, as it's the quickest way to work on your guys.
They hid a lot of stuff behind more menus, so it was confusing at first. they also might as well have dropped the "news/twitter" area, as now that it is placed in the very last menu, under a sub menu no less, I doubt anyone is ever going to bother to load it up. Would have loved to see a deal with ESPN or NBC/Fox to get "highlights" post game. Like the old ESPN show they had in the 2K series. Not sure why this isn't a thing anymore. I also still really miss the old training camp. Felt like a great way to get better with your players. Sure, you can use the in season practices and training, but it doesn't feel as organic since you have to spend "hours" - when in reality, you can have all WR's, all QB's, all OL, all DL, all CB's etc all working on things at the exact same time during the exact same hours in RL. So relegating it to limited hours instead of a full TC just... eh. It is what it is.
Overall, I'm satisfied. They improved my one major gripe from last year. In game XP is cool.
MUT - Mut is what it is. Never been big into it because it feels like it is forcing me to spend money all the time. It's not, but it's built that way. Just not a fan of it.
Draft Champions is really entertaining. Reminds me a bit of the last full Blitz game, minus the really sweet cutscene story elements. Would ahve been cool if they included something like that to really spice up that mode.
H2H finally has a estimated wait timer. Thank god. They seem to have totally changed how points work in H2H, you gain far more per win and lose far more per loss. I guess they wanted to see some super high "rank" scores or something.
In general gameplay:
This is probably the "best" version of madden gameplay I have seen to date. My one and only grip is the Y (spectacular catch) is far too OP. There are WR's who are ranked 67 and under making one handed special catches against DB's ranked in the mid 80's. That just really shouldn't be possible - or at least - possible as often as it is. But it literally works 75% of the time if it's a one on one situation. There is a bit more variance if it;s a player controlling the DB, but the advantage is still clearly with the WR who seems to always make the better jump.
I do like the fine precision on passing and catching. It feels like I finally have control over what is happen. Throwing that slant a yard short of the first and you really want your WR to try and stretch it? Hit the RAC catch, and he will attempt to twist up field for that extra yardage. Want to just secure the catch with a big hit coming? You can control that. Want to just try and make an impossible grab? You can now do it (and yes, some WR's make those grabs look standard... this game just makes every WR able to do it. Odd)
More than that, the fine control ont he passing really has me going. Back shoulder fades are FINALLY in the game. It's one of the most used redzone throws out there and it took this long to finally give us the precision in the pass game to even attempt it. I love that lob passes are actually lobs, and that bullet passes are actually bullets. I didn't think I was use the "standard throw (double tap)" much, but there are many times off a break you want to sort of not drill it (need to get it over a LB), but not lob it either (saftey can jump it). It's really interesting.
I also likle the precision on low and high balls. Makes a difference when trying to avoid a defender.
Defensively, while they argue they made similar changes there - reality is that it's mostly the same and the advantage is now with the offense more than it's ever been before.