It's good that initial impressions are...impressive. But for franchise guys like us it'll take time before we figure how much the game does or doesn't suck. PP is legit but I'm sure we will have a "Do these Madden devs even test CCM" posts eventually.
Wow PSN raising prices on subscribers? Get fucked!!
after playing about 10 games of madden 17, there are definitely a lot of improvements to be excited about (even for us CCM guys). some of the things i've seen that i liked:
- you can't just bullshit with manual control and get insane picks all the time. maybe this is because i'm playing with a junk LB, i mostly control wilhoite (who is horrible) and i just can't get to the balls in my area unless i'm really close to it. in years past (including last year!) i use the shittier of the 2 LB's in the 3-4 because i can make up his deficiencies with manual play, but so far this year i've had a bunch of balls floated right over my head for a completion where in years past it was an INT because i did the jump up 5 yards in the air animation. i have still gotten some picks, but i have to be there to get it. this prevents me from kind of covering 2 guys at once in the same area with a shitty LB... which is as it should be i suppose. maybe it's different if you're controlling kuekly or one of the other super LB's
- pass rush is strong in general, especially against a poor OL. with the niners i have to get the ball out quick. i feel like the D is on me so fast.
- screen defense is improved it seems. they still succeed but they are stopped regularly without manual intervention
- i like the running game a lot better this year. the running between tackles feels tighter and quicker
- i already mentioned this before but i have seen a few "qb gets hit while throwing" turn into fumbles, which as we know last year were incomplete ALL the fucking time. i still think they need to go further in that direction but at least getting some fumbles is a start
- i tested out the formation subs from within the ccm menu and they work as advertised! this is going to be a really underrated/great feature for the league. there are so many guys i draft for one purpose, or maybe 1 play a game, but during an actual game i'm just not thinking about getting them in the game and this can fix things like that. i also messed around with one of the niners formations i don't use much to kind of get a "pure pass rush" roster on the field. things like that should keep a good rotation of your players rather than just the 11 guys on offense and defense that you usually use
- like i said last night, the practice squad stuff is pretty cool. i can see a lot of sniping happening during the season. you can actually disable practice squad sniping but i don't see why we would. the only weird thing is i thought i counted 10 guys on my practice squad and i thought the NFL rule was only 8 but maybe that changed?
- in addition to that, the FA breakdown is much more convenient. you can search FA's by "top 100", "top 100 practice squad eligible" "Non eligible" etc.
- at the beginning of starting your franchise, you set your "season goal" as a coach. the higher your goals, the more XP you will get. if you fail to make your goals you have a higher chance to get fired (although we wont have firings obviously)
- not that anyone here necessarily cares, but i played a single player franchise game and the presentation was actually pretty slick. i haven't listened to the announcing team yet
- you still have weekly "practice", only this year you can practice a play, or series of plays, and then during the game that week if you run that play your team gets a boost? not really sure how that works but its cool i suppose
with all that said, it's still madden. dumb shit still happens so don't expect a totally new game but it is definitely improved in almost every way over last years game (which was a good game overall i felt)