Madden 25: 10 Things I Learned In My First 24 Hours (2024)

I've only had Madden 25 for 48 hours. Still, I've already played all of my qualifying matches online head-to-head, started a couple of franchise modes, played the mini-games, completed a deep dive into the customization options, and touched Superstar mode and Ultimate Team.

I'll complete my tour of the game by Friday when the game officially releases and the embargo on scored reviews is lifted. In the meantime, here are the ten things I've learned about Madden 25 in my first 24 hours with the game.

Notes are incoming from the second 24.

Players Are More Tangible

For the first time in series history, I can feel the physics-based tackling that the Madden team has been mentioning for years. I was taking a break and allowing my son to get a few games in, and he said, "My controller has never rumbled this much in Madden."

That was a perfect observation and way to capture the feel of this year's game. Players react much more from contact, and there are far fewer instances when your immersion is broken because of an unrealistic situational animation.

This quality is a big reason for the following item on the list.

I'm Enjoying the Gameplay...Think College Football 25

This is far and away the most fun I've had playing Madden in years.

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Dynamic players are fun to control on both sides of the ball. The development team has found the correct balance with collisions, allowing for satisfying hits that serve as a transfer of energy while playing defense.

Likewise, some of the combinations of moves that can be executed in the open field will be the playground for content creators all over social media.

It feels much like College Football 25–especially after the patch–only with far more recognizable players.

Madden Could Benefit From a Dynamic Difficulty Setting

Many users will default to All-Madden or All-Pro when playing, but the series could benefit from a dynamic difficulty setting. Madden used to have this option years ago, but it went away for some reason.

Dynamic Difficulty is excellent for helping offline users find their sweet spot without tasking them with bumping up a level when it's time for a new challenge.

I appreciate this option in MLB the Show and miss it in Madden.

Franchise Mode Feels More Alive...But

The moment you get to the dashboard in franchise mode, you can feel the difference. It's amazing what a user-interface refresh can do.

A lot of what's available from an information standpoint isn't new; it's just arranged in a way that is more accessible and fun to look through.

What is new is the conversation system in franchise mode, which feels more like a rogue-lite experience, which is ideal for playing the role of head coach or owner of a football team.

In a nutshell, the engine is powered by promises, commitments, goals, successes, and failures. The rewards are attribute boosts and team and staff upgrades that help build a successful organization.

The panel on the left side of the screen is excellent for reminding you of the promises and commitments you've made, and the cutscenes do the heavy lifting for telling the stories that power an effective franchise mode experience.

On the downside, the halftime show still needs to be improved, and we don't have a weekly wrap-up show. We're missing in-game highlights from other teams, so we need a way to make that relevant to the user.

Imagine if your best plays could be in contention for Top-10 Plays of the Week, and winning the fan vote could lead to some XP boost, an ability, or maybe even an X-Factor. It may lead to more fans or viewers in the stadium.

Maybe watching highlights feeds some preparation metric for your team or coaching staff. I'm spitballing ideas, but hopefully, EA sees the vision. I get EA not wanting to invest in something that users will skip, but the challenge is making it matter first, and then having users appreciate the work after incorporating it into the flow of franchise mode.

Superstar Mode Has Some Legs

I'll admit, Superstar mode is sometimes an afterthought for me, but I gave it some serious time over the past two days, and I like the bones that are there. The addition of Quests brings some life and gets you more invested in your character.

The Combine feels relevant to and impacts the player you choose, which makes you a little more engaged from the start.

The Shackles Are Off in Customization

In addition to the improved gameplay, the best thing I've learned about Madden 25 is the newfound depth in customization. From more player heads in create-a-player to TeamBuilder (which doesn't have the same limitations as the College Football 25 version), Madden franchise mode feels as much like a sandbox experience as it ever has.

With a completely customizable franchise mode experience, this mode is still where I will spend most of my time.

The Soundtrack is Stellar

Usually, I don't care about the quality of a soundtrack in a game. My time as a content creator has made me afraid to keep music on for fear of receiving a copyright claim or strike.

Also, a failure to mute game soundtracks usually results in me having a song that, initially, I wouldn't say I liked beating in my head for months.

That said, there are some bangers on this soundtrack.

Older songs like 50 Cent's In Da Club and Mustard's Ballin' were pleasant surprises, while I loved newer tracks from Rapsody like Back in My Bag and Madden 25 officially put me up on RLDGLDGRN (Red, Gold, Green).

I'm still going to shut it off, but while it's on, this is a vibe.

The Mini-Games Are a Blast

EA has done a great job putting together various mini-games for all positions. Call me strange, but some of the ones for kickers and punters are my favorite.

They remind me of the mini-games in Virtua Tennis, which are still the best I've ever played in a sports game.

Madden's mini-games give us a great mix of arcade and football-centric concepts.

Not Every Commentary Team Offers Equal Quality

I love the idea of having multiple commentary teams, and this critique shouldn't discourage EA from moving deeper into this type of expansion. However, while Mike Tirico, Greg Olsen, Kate Scott, and Brock Huard offer a different sound than Brandon Gaudin and Charles Davis, the flow in their lines isn't there quite yet.

It took years of sewing together old and new lines from Gaudin and Davis before things got to where they are with that team. This take isn't a criticism of the talent; it's more of an acknowledgment that it'll take some time before the new teams sound as good as the old ones.

The New Season Mode Almost Convinced Me to Play More MUT

I'm not a huge Ultimate Team guy, and here's why: Whenever I play a game or mode, I ask myself two questions: what's my motivation, and where or does this have an end?

Regarding MUT, I find it hard to answer those two questions. The other disconnect for me comes when I start to see cards that have defensive linemen as kickers and unrealistically juiced cards to increase the power curve.

While it is obviously a successful formula, it's just not my cup of tea. However, more power to hardcore MUT players and respect to EA for pioneering the concept.

That said, the Solo Seasons feature answers the first two questions. While it doesn't scratch the PvP itch, it does give me a bit of a franchise mode feel by providing a season and postseason format.

Stay tuned for my full-scored review later this week.

Madden 25: 10 Things I Learned In My First 24 Hours (2024)
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