First, a caveat on this one: I was playing with the Vikings because I wanted to try out rookie running back Dalvin Cook (main takeaway: he's fast but is apt to get annihilated by a big hit). The Vikings offensive line is famously terrible. We played with the Skins as well, and their o-line is a bit better, however I didn't get a chance to try out the Cowboys.
Anyway, I've seen lots of questions about how Madden 18's running game feels this year. My own feeling is that it mostly seems slower, more deliberate. The blocking AI is roughly the same as they were in Madden 17, as are the actual skill moves like the jukes and moves. I ran a lot out of Inside Zone out of the shotgun, but with limited success. As always, it's a matter of time to figure out what running formation is the most powerful. But as far as how different it feels, my opinion is that the passing game has changed more than the running game.
I actually don't know how I feel about the new passing mechanics: Madden 18 brings with it an interesting new passing mechanic reminiscent of the days of NFL Fever. So far I've been unable to complete a pass with it.
So here's how it works: You hold L2/LT and cheap fifa 18 coins a little indicator pops up near your primary receiver. You move the indicator around and your QB will throw to that target, allowing you to lead them anywhere you want on the field. But here's the catch (heh): your QB can't move while this is happening, so activating it is a massive risk.
The results when I activated it: Sack, sack, sack, interception, interception, interception.
As best I can tell, the mechanic is best used to business lead your receiver on a streak when they're one-on-one with a corner with no safety over the top. Recognizing this, My spouse and i tried to integrate that into my strategy, but the extra moment I needed to push the particular indicator always resulted in me getting sacked.
It should be mentioned which mapping this auto technician to L2/LT has other consequences as well. The high-low move mechanics are different now, and you can't really lead receivers in the same as we before. It's very different, and it's honestly taking some getting used to.
The goal, it seems, is to add a greater skill component to the moving game, which is fair. Passing in Madden has long been far too easy, and skilled players can easily rack up extremely high completion percentages. This levels typically the playing field a bit.
Taken together, Madden 18 feels very different from last year. Thankfully, many of my original concerns about the transition to Frostbite have yet to materialize--input lag doesn't seem to be a factor, player interactions are solid--but the actual balance of the gameplay is actually throwing me off. I will need more time with it to decide whether I actually like it or not.
But as for those who are always complaining that Madden is just a "roster update" every year: this is the most different Madden has felt since the big transition to Madden 15. Whether that's for good or for ill, we'll just have to see.
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