Now that Madden NFL 25 is out in the stores, our staff at Under The Code gather for a Roundtable discussion of their thoughts on the Gameplay of this year’s NFL game from EA SPORTS. Read on for a closer look as the staff tackles 8 questions about Madden NFL 25!
1. #RunFree was a huge part of the gameplay marketing for Madden NFL 25, referring not only to better blocking assignments in the ground game but also the addition of the “Precision Modifier” moves for ballcarriers to help them gain yardage up and down the field. What’s your opinion of #RunFree in the game? Do you find yourself using any of these special moves in game situations? Do you think this was a worthwhile addition to this year’s game?
Buckeye: I think it was a much needed addition to the game and a great start for “Tiered” skills. We really need to see this in other areas of the game (defensive line for example). I am starting to get used to some of the moves but my timing is horrible as usual. Is it worthwhile? Of course… it is where the game has to evolve to and like I said … It needs to continue down that path to help differentiate between good and great players.
OneEighth: My favorite part of Run Free and the precision modifiers are they are not guaranteed to work so they are not over powered. With precision modifier it is nice to have the ability to choose what type of move you want to use in a given situation without having the game decide for you. I do feel like it is a worthwhile decision to include these features in this year’s game as it helps differentiate good players from great players.
Paakaa10: To be honest, I see the goals and the concept of #RunFree and the “Precision Modifier” but I don’t like it in execution in the game. Even in the Skills Trainer tutorial and drill for the “Precision Modifier,” I can’t seem to get half the moves to work like they’re supposed to with any regularity; if I can’t use these moves in a practice environment, then there’s really no way that I’m going to try to use them in an actual game of Madden NFL 25. I’ve found myself using the left analog stick for hard cuts and the right analog stick for the usual array of special moves, achieving the same amount of success I was able to have running the ball in NCAA Football 14. Maybe these moves will be more distinct or more effective in the next-generation version of Madden NFL 25, but for my time with the game on current-gen, I don’t think it was a particularly worthwhile addition aside from being able to use it as a marketing tagline and put it on the back of the box.
SimFBallCritic: I never really use the precision moves personally, I find myself using the hard cuts on the Left Analog stick the most. I like the addition of the Run Free mechanics in this year’s game; it provides a sense of variety in the run game. I also like the idea that every back can’t pull off every move, which helps to differentiate player ratings in specific categories. I do have some dislikes in regards to Run Free in general; I don’t like the fact that all of the moves are the same. In the real world Adrian Peterson’s spin move would look different than Ray Rice’s spin move. LeSean McCoy’s juke would be quicker and tighter than a back like Alfred Morris who is a one cut guy. Going forward there needs to be more personality and individual tendencies in Madden to reach that level of replication we would all love to see. Adding Run Free to the game is a good start but it would be so much better if you could see different running styles and behaviors along with it.
Smitty: The Run Free mechanic was a MUCH NEEDED addition to the game and I’m glad to see it brought back especially with the new moves specialized for the ball carriers with +90 rating criteria. The Run Free with the hard cuts in the game are a nice touch for sure. I’ve used the precision jukes and spins a lot while in my offline CFM (Detroit Lions) with Reggie Bush.
Read More →