It’s interesting to see how balancing fluctuates from year to year with Madden. Sometimes it’s a defensive game, sometimes it’s an offensive game and sometimes it’s a balance of both. A few years back there was heavy focus on the running game, which had been lacking a couple of years prior in the series, so the game was made easier on the run side of the offense. One year they made a QB cone. Yeah. You know. That one year. Anyway, the big question going into every Madden game very year is, “Will the game be balanced?” The answer to this for Madden NFL 18 is a simple yes.
Coming off a good year with Madden NFL 17, the good folks at EA Tiburon have produced a very balanced game. I have found both sides of the ball easy to handle and also strategically competing against each other quite well. I have also found, and this is the first time in Madden NFL history, at least for me, that the Cleveland Browns actually suck in Madden (I’m an enormous Browns fan, have been for years — I like suffering). I know some of you are re-reading that and saying, “Yeah, so?”, but let me just add that in previous Madden titles that I have reviewed over the years that the Browns actually did unusually well. I usually find patterns in the gameplay that equal out to success. There were a few years where I wondered if I should apply for the head coaching position because of how I did in Madden. I have won Super Bowls with the Browns, beaten the Steelers multiple times and creamed the Ravens in nearly triple digits with them in past years. In fact, it’s been so good for the Browns over the years with Madden that there hasn’t really been a year where the Cleveland Browns were the Cleveland Browns, which is a telltale sign that something hasn’t been exactly perfect about the Madden series, though who am I to complain? I’m a Browns fan and success is like finding water in the desert. Anyway, this year I have yelled at the television multiple times, turned off Madden in mid-game and gone through multiple iterations of the first game of the season until my Browns squeaked it out. My point? The game accurately represents my team now, which is highly unusual and sad, but also surprisingly cool. This means that EA Tiburon has made it difficult for the cellar dwelling teams to suddenly dominate. I hate that, yet I appreciate that as a reviewer because it’s a factually accurate way the sucky teams should be. Nothing should be easy.
This single indicator shows that there was accurate balance placed in the game. There is a balance in the universe when the Browns actually suck because, as I stated above, that’s accurate. Anyway, ‘just sucking’ isn’t enough for the accuracy to be intact, rather it has to be portrayed on how the team performs, and this is where Madden NFL 18’s balance shines. Where my running game on the Browns’ squad was solid in the past few years (no, really, it was), and somewhat successful with the right O-line, the sore spot on the team has been the quarterback situation. The QB situation has been and still is a rotating door of disappointment, which is reflective in the game. My rookie QB, DeShone Kizer (bless his heart), actually performed the best during this year’s game, while the other two came prepared to get intercepted multiple times. This is accurate in every way and will probably be accurate in the coming season. No other NFL fan knows what this feels like. Well, maybe Jag fans. Maybe Jet fans. We’re a sad bunch.
Beyond the offense, the game also reflected the strength of my defense, which has always been a shining star consistently each season (despite the stats and the overall team record, the defense does everything it can to put the offense in a good situation. The offense usually takes a big crap on those efforts). In addition, the game also takes into account the acquisition of Gregg Williams, who has had successful defenses wherever he went (see the Saints for details, but ignore the scandal). A Gregg Williams’ led defense helped to keep the game close against the Steelers during my multiple outings with them. At least close enough to squeak out a sixth try against the Steelers in the first game. All of this combined is accurate about the Browns construct, as well as accurate when played out on the field. Frustrating? Definitely, but a solid re-creation of who this team is and how they perform in real life.
In short, the balance for this year’s game is probably the most accurate I’ve ever seen for a Madden title. It’s not simply a game of balance where everyone runs, throws and defends well (or is given the opportunity to do so), rather Madden NFL 18 is a game of beautiful balance where each team is a true replication of their actual self. I like that and I enjoy the struggle playing with the Browns, but they are who you think they should be in the game. Bravo to EA Tiburon for getting it right, as well a BOOOO for making it tough.
As for the actual mechanics of this year’s title, they are spot on. I had no frustrations with how the quarterback moved and threw the ball. I’m still in awe of the play action passing that is far more enjoyable since being retooled two Maddens ago (you can actually throw the ball instead of getting killed every play). I find the running game to be smooth, though there are moments where the players stick to the path too much, as well as moments where your blocker totally doesn’t block (didn’t see a lot of those moments, but we can write that up as a Browns thing). The defensive game is still solid, as you can come off the line by pressing the thumb stick at the right time and move around the O-line by hitting the right button, while pressing the right direction, via your thumbstick, to move your linebacker towards the QB. Nothing felt frustrating this year or was a head scratcher at all. This is one of this moments where the mechanics simply didn’t get in the way of the fun, which is a huge plus for a sports title. I especially liked that none of the above motions felt stiff, which is also typically a problem in sports titles (see NBA 2K for details). EA Tiburon did a good job of keeping up the control mechanics trend for the last two Maddens. When it’s not broke, don’t try to fix it.
On the presentation side of the field, the game still needs a bit of work. While the upgrades to the stadium, inside and out, the upgrade in lighting detail (it’s truly superb), as well as the textures, have improved dramatically with the year’s title (they are incredibly gorgeous to look at and be reminded of what generation of consoles we’re in), there are still issues with stiff hands and weird eyes. These complaints might be petty, but they’re legit.
The hands of the players still look stiff, even though you will see hands bend and flex with the catching, throwing and grabbing of the football. You will see a tremendous amount of this in the new Longshot mode, which has a lot of cutscenes and on the field action. It’s just a weird thing that has been in nearly every Madden game since the last generation and it is about time for EA Tiburon to improve that dramatically. I mean, it’s not a deal breaker, but with all the other animation going on it would make sense that this visual downgrade should be rectified easily. That said, I don’t make games, I just criticize them, but it’s a repeating factor.
Anyway, moving on. The other issue I have with visuals is how the eyes can go weird sometimes. I had a game where my QB’s eyes REALLY wanted to roll back into his head. They tried their hardest, but ended up just looking northward until the cutscene broke. It didn’t happen often, but it did happen multiple times. The eyes just seem like they’re a separate entity of their own instead of part of the character. Much like the stiff hands complaint above, I realize this sounds petty, but wow it really does break from the immersive-ness of the title.
Having said all this, the visuals are still about 98% improved and they look fantastic. EA Tiburon upgraded the visuals where it mattered and even included some great voice over work from their announcers. The announcers did such a good job of ragging on my Browns during multiple Steelers matchups that I ended up muting them because I was mad at them. That’s effective commentary, folks.
Let’s now move on to what most people want to know about…the modes.
One of the more wonderful things that Tribuon has done with the Madden franchise is that it has simplified what it offers when it comes to modes. I know that I’ve discussed this in previous Madden reviews, at least the more recent ones, but not offering up everything and the kitchen sink each year, but rather focusing on what gamers may find intriguing is why Madden continues to thrive. As of late, EA Tiburon’s efforts go against the old saying of ‘Jack of all trades, master of none’, as they clearly have a solid vision on what they wanted to include in Madden NFL 18 and have made the modes much deeper and better than including ten thousand things most gamers don’t care about. Here’s what to expect with this year’s modes:
Ultimate Team (includes MUT) – Having grown addicted to card games this past gaming year, I have found more intrigue and excitement with Ultimate Team. Putting together random players drawn from a random pack of cards (or a card-like process) into squads to compete and get better is music to my reviewing ears. The addition of MUT Squads (allows you to play with two other players or match you with online players) is also a welcomed delight to UT. It seems like a natural next step with UT and offers up some stiff competition with your best football buds helping you out. Again, it’s a natural next step that makes sense and adds value to an enormously popular mode in Madden. UT is much better this year than last because of it and last year’s UT was fun.
Franchise: Franchise is franchise. You take your favorite team, even one with an enormously terrible record from the day of its second inception, and you go through an entire season. From training to preseason to regular schedules, there’s still a lot of wow factor to enjoy with the franchise mode as it really puts you on the field in nearly every aspect. Along the way you still have upgrades you can make to your team and earn points through training and challenges. There are also different ways to play franchise, including an arcade mode and simulation. It’s like a fun version of Futbol Manager, minus the small dots and mind-numbing stats. To be honest, I spent a good amount of time in this mode, but that is what happens when you lose as much as my team does.
Longshot: This is a mode that a lot of people were excited about. It’s not simply a mode where you raise a randomly created player through the ranks to get to the NFL. This is a mode that is built around a storyline featuring a young man named Devin Wade. You get to play out his life, from high school to the pros, and help him make the right choices to get him to the NFL Draft. When I say right choices, I don’t mean you simply put him on the field and have him throw the ball. That is just one aspect. You also go through his dialogue and make choices of how he is going to react in the story and how his life is going to end up being. There’s some QTE in there as well, though it can be a bit frustrating at times. Anyway, it’s a 3-4 hour campaign for Madden NFL 18 and it’s a good one, despite the visuals which look like they belong on the PlayStation 3 (just the cutscenes and a few other moments). If you complete Longshot, you are rewarded at the end. I won’t tell you with what, but it’s worth the effort, plus the story is good. There is strangely enough replay value in Longshot. Going back to do better might mean better rewards. I’ll have to let you know, if you don’t let me know first. Regardless, Longshot is actually a good mode that puts a spin on the career mode aspect of the title and actually makes it more engaging.
Outside of the online mode, these three modes were the headliners for the game and EA Tiburon did a solid job once again with bringing you good content. There’s enough here to keep you occupied until at least the NFL season is over and the MLB starts up again, so you won’t be bored quickly.