‘Madden 18’ not living to expectations

By Tanner Carlson
Staff Reporter

EA Sports released their annual Madden game on August 25, and I was first in line for the midnight release. I was disappointed in the outcome of the product.

After a few weeks of playing the game, a game in which I have purchased every year since 2004 when Michael Vick from the Atlanta Falcons was on the cover, I realized that there were fixes to be made on the game.

This year’s cover athlete is five time Super Bowl winning quarterback, Tom Brady of the New England Patriots. Madden came out with a special edition of the game to honor Brady, called the G.O.A.T. edition (Greatest of All Time).

This edition allowed you to purchase the game early, in addition to multiple add-ons to the game, and bonus material, such as player codes for a game mode called ‘Ultimate Team.’ This requires the game player to have online play available for their respective consoles.

Getting to the problems I have with the game, I would like to start with the physics of the game itself. EA Sports has constantly advertised their improvements to the physics of Madden year after year, and year after year I have noticed those improvements. In last year’s game, ‘Madden 17,’ I thought they had perfected the mechanics. This year I think they have actually taken a step backwards, in terms of the physics of the players themselves.

An example of what I am talking about is the route running of players on the sidelines. I have noticed in this year’s Madden that receivers, tight ends, and running backs will run to the side line, but will continue their route out of bounds.

When throwing a sideline pass, you have the ability to make a “possession catch” which makes the player you’re throwing to keep his feet inbounds while attempting the catch. However, these players will almost glide out of bounds, and then catch the ball.

I have also noticed the inconsistency in the passing game. As a wide receiver you have the option for a possession catch, a running catch, or an aggressive catch. In this year’s game, more so than last year’s, I have noticed the rise in the amount of dropped passes from wide open receivers when using any of these types of catches.

On another note, the franchise mode is a lot of the same from the previous years in Madden – not a lot has changed. The only noticeable difference to me is the amount of injuries to star players.

An example, in my franchise with the Dallas Cowboys it is week five, and I’m not playing with star players Ezekiel Elliott, Tyron Smith, Sean Lee, and Jason Witten.

I realize injuries are part of the game, but at the end of the day it is a video game and I want to play with the star players on the game, not the back-ups.

EA Sports, and Madden created their first ever story mode in the history of the game called ‘Longshot.’ The actual story itself is great, and the production is second to none. It feels as if you’re watching a heartwarming movie. However, that is exactly what was wrong for me. The story mode is basically an interactive movie, and I was hoping to actually play more football than I did. The story mode has you, the player, make decisions for the main character to determine his fate in getting drafted to the NFL.

The best part about video games in today’s world is that the companies never stop working on them. They can update the bug and fix problems. I can only hope that they fix the annoying issues that I have endured with the game.

I gave ‘Madden 17’ a rating of 9 out of 10. This year’s ‘Madden 18’ is anything but the “G.O.A.T edition” of the game, as I have given it a 6 out of 10.

Tanner Carlson is a senior majoring in communication. You may contact him at tanner.carlson@sckans.edu

EDITOR’S NOTE: This was originally published in Volume 130’s 1st edition of The Collegian. To see past Collegian archives click the following link:http://scupdate.org/collegian-archives/

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