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‘Madden 19’ Preview And Thoughts: Franchise Mode


Last week, the Madden 19 deep dives continued with an in-depth look at franchise mode. Here are the key updates with my thoughts.

Key Updates

 

Player Archetype Progression

 

Similar to the NBA 2K series (but really not at all because it’s EA), Madden 19 will have player archetypes, with the main purpose being to progress players in franchise mode by boosting them with Skill Points. For example, if Matt Ryan is an 88 OVR West Coast archetype, you can spend a Skill Point to boost him to an 89 West Coast. And that, in turn, will boost random ratings under the West Coast category.

To get Skill Points, there is still XP that you earn during games, through training, by getting awards, etc. Here are the archetypes for each position:

QB: Strong Arm, Scrambler, West Coast, Field General

 

HB: Power Back, Elusive Back, Receiving Back

 

FB: Blocking, Utility

 

WR: Deep Threat, Possession, Red Zone Threat, Slot Receiver

 

TE: Vertical Threat, Possession, Blocking

 

OL: Agile, Power, Pass Protector

 

DL: Run Stopper, Speed Rusher, Power Rusher

 

MLB: Field General, Pass Coverage, Run Stopper

 

OLB: Pass Coverage, Run Stopper, Speed Rusher, Power Rusher

 

CB: Man-to-Man, Zone Coverage, Slot Corner

 

S: Zone Coverage, Run Support, Hybrid

 

K/P: Accurate, Power

 

Coach Scheme Fits

 

This year, there will be a new Scheme Fits feature. The objective is to “build your team with players that match your scheme and they will develop faster, giving you more success on the field.” Here is the full list of offensive and defensive schemes:

 

Offensive Schemes

-West Coast Zone Run

-West Coast Power Run

-Vertical Zone Run

-Vertical Power Run

-Multiple Zone Run

-Multiple Power Run

-Spread

-Run and Shoot

 

Defensive Schemes

-Base 4-3

-Multiple 4-3

-Base 3-4

-Multiple 3-4

-Tampa 2

-46 Defense

 

You can either target players that fit your scheme or adjust your scheme to fit players you acquire—or just ignore it altogher. But keep in mind, you earn bonus XP in training for players that are a scheme fit. Also, you can shape players through training to flip them into a new player type.

 

Draft Class Creator

 

Finally, Draft Classes are able to be created and edited, and then shared through Madden Share. Starting in Week 3 of the regular season in franchise mode, users will have the option to use auto-generated rookies, download from Madden share, or import a local file.

 

The blog calls it “easy” and says “edit as much or as little as you want,” including Player Info, Appearance, Equipment, Ratings, and Player Traits. Users can also download someone else’s draft class, edit it, and then use/upload it.

 

Depth Chart Positions

 

This was discussed in the MUT blog, but there are new positions on the depth chart: Rush Left End, Rush Defensive Tackle, Rush Right End, Sub Linebacker, Slot Cornerback, Slot Wide Receiver, Power Halfback, and 3rd Down Running Back.

 

Those are pretty self-explanatory, and another welcome change is that any starter HB, WR, CB, and S won’t be used as the kick returner by the CPU, which eliminates unrealistic returners like Le’Veon Bell. (However, CPU can still use starters at punt returner if their Kick Return rating is high enough.)

 

Player Ratings

 

There are 11 new ratings “to help differentiate players and bring to life the Archetype system.”

 

-Break Tackle: Determines broken tackle success for ball carriers vs standard tackles (not Hit Sticks or Cut Sticks).

-Break Sack: Determines whether the QB will escape a sack inside the pocket.

-Throw Under Pressure: Determines passing accuracy when throwing under pressure.

-Run Block Power: Determines success chance for Drive, Down, and Power Double Team blocks on plays like Toss and Power O.

-Run Block Finesse: Determines success chance for Zone, Reach, and Zone-Double Team blocks on plays like Outside Zone and Stretch.

-Lead Block: Determines success chance for blockers leading from the backfield or pulling from the line.

-Pass Block Power: Used versus defensive power moves.

-Pass Block Finesse: Used versus defensive finesse moves.

-Short Route Running: Used when running short routes (Slant, Drag, etc.).

-Medium Route Running: used when running medium routes (Curl, Dig, etc.).

-Deep Route Running: Used when running deep routes (Corner, Streak, etc.)

 

Immersive Environments

 

EA says they are “unleashing the power of Frostbite” with this new feature for franchise mode. You can check out their blog to see for yourself, but now, as a coach you will be shown in your office when at the menus, and as a player you will be in the locker when at the menus. A coach that wins a Super Bowl will see the Lombardi on the shelf behind him.

 

It also says “Head to a locker room environment to interact with your players,” so we’ll see if that means you have free reign to walk around the building (unlikely), or it’s just a figure of speech they used to make the feature sound better than it is (likely).

 

The NFL Draft has also changed so that there’s a draft stage with a big board for the virtual crowed. And after picking a player, he will be “sporting his new uniform while his ratings and development trait are revealed.”

 

Snapshots

 

In Franchise, the top moments from each game will be captured as Snapshots. They will be automatically recorded for you in key moments, but you can also create them yourself from instant replay and the highlight screen. This is just a neat visual thing that shows pictures on the television in the coach’s office, but it’s better than nothing.

 

Team Captains

 

EA has finally decided to bring back the ability to choose team captains. And it actually comes with a nice update, as the captain patches will appear in the game like it does in real life (for teams that have them). Plus, captains have a star underneath them in the game so you can tell who the captains are for opposing teams.

 

Regression

 

This is what the deep dive has to say about Regression:

 

At the end of each season, players regress based on their age and development trait. This year the regression is much more dynamic, meaning that each rating will have a unique chance of going down. High Development Trait players regress slower than other players, and the age at which players at different positions start regression has been adjusted as well. This means that high-caliber players have a better chance of extending their careers and climbing their way up the legacy leaderboard.

 

Dynamic Dev Trait

 

As always, a player’s development trait determines how much XP they earn. In Madden 19, it’s been upgraded to Normal, Quick, Star, and Superstar; and there is said to be only a few Superstars per positions, which is probably how it should be. At the end of each season, the development trait can go up, down, or stay the same.

My Thoughts

 

In theory, it’s a good feature to have Coach Scheme Fits, but not when you can just willy-nilly change the scheme for a coach. Sure, Bill Belichick and the Patriots have changed their offensive and defensive schemes over the years, but they’re the exception, not the rule.

 

Also, why is there still no “General Manager” option? I don’t think I’m alone when I say that running a team as a GM would be my preferred option over owner, coach, or player. And there’s still no significant upgrade to franchise mode for a player, which is an absolute joke. We used to have the Combine, an agent, an apartment, etc. in like Madden 08.

 

Perhaps the most glaring omission in Madden 19 franchise mode is a lack of offensive and defensive coordinators. I mean, how difficult can that be? If I want to take over a team and hire a fresh new coach, I shouldn’t have to settle for Billy Bob Johnson or Generic McFacehead. Let me hire Matt LaFleur.

 

Overall, there is some good, but franchise mode in Madden looks like it will again be a disappointment in this year’s game.

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