What We Learned From UTC’s Madden 25 Impressions Blog
There are not too many things that early play testers of Madden 25 can talk about just yet, but co-founder of ‘Under The Code’ Corey Andress had a lot to say about the run blocking enhancements (among other things) found in an early build of the game.
Improved play on the offensive line is something that is being touted this year alongside the new ‘Run Free’ precision ball carrier moves. According to Andress, the run blocking in Madden 25 already feels better than in past editions on quite a few fronts, despite the game still being a few months away from release.
“During my play sessions, I noticed a lot of improvements – especially in the way blockers will move themselves to create secondary blocks down-field,” said Andress, who probably like many Madden players in the past has seen his fair share of absurd blocking execution. This time, we’re assured things feel different.
One of the claims made in Madden 25’s first Infinity Engine 2 blog, was that former NFL offensive lineman and current Madden NFL designer Clint Oldenburg took a look at every single offensive and defensive front in the game in order to ensure blocking assignments were met accurately. In particular, we were told that lead blockers will now seek out relevant threats, and for that reason screens have become much more effective.
Andress helped further confirm those claims during his early play test, where he noticed the benefit screens received from better blocking.
“It was also great to see blockers think the way they should. Intelligence on the line has definitely ramped up,” said the UTC co-founder. “Screens were really effective if played against the right defense, so fans of teams such as the Redskins and the Patriots – who have a ton of screens in their playbooks, should feel a lot more at home this year.”
There was much more to be said in this latest insight into Madden 25, so we’ll recommend you read the whole blog for the full scoop. We have, however, put together a brief list of the things that stood out to us from Andress’ early impressions.
Here’s What We Got From UTC’s Madden NFL 25 Blog
Sideline interceptions work better this year, giving defenses more range to make plays on the outside of the field. We heard a lot more about this previously on Shopmaster’s “Quick Hits” the other day. Both saw it fit to mention this change.
Tapping the left trigger will cause runners to stutter-step, or do what sounds like to us a classic Fred Taylor “tempo step.” Meanwhile, holding down the left trigger entirely will slow you down “completely” and square you up with your would-be tackler, effectively giving you the position to make a move.
Runners now use their hands more frequently to push off other players they collide with, which makes those awkward butt fumble moments much less likely this season. This is something we heard a bit about before known as “collision avoidance,” but it’s good to hear it’s as noticeable as it’s marketed to be. It’s been said by both EA and by testers I’ve spoken with that the collision avoidance feels similar to something like Assassin’s Creed provides.
Screens sound like they are much more effective, due to the enhanced blocking in Madden NFL 25. Screens have always had some use in Madden, but it’s definitely true that in recent years there’s been some fear in using them due to blocking inconsistencies.
Running speed is said to feel slower than previous years, which could serve to better illustrate the speed bursts of fast backs, as well as give the offensive line more time to get on their blocks. If true, this also could have been done in order to give players more time to utilize their precision ball carrier moves, and defenders more time to think how they want to handle a scenario.
Lines don’t seem to interact as physically with one another as Andress was hoping for. He chalks it up to something that will be continually tuned.
New animations were spotted that included d-linemen pushing offensive linemen back. I’m assuming Andress is talking about d-line push in the running game, which isn’t represented very well in Madden 13. Usually a “good” d-line play on a running down meant merely whether or not you shed the block in M13, so the addition of more push from the line sounds good.
Hurdles will get more love from players this year says Andress, who noted that they appear much more useable this time around.
The foot planting made a difference for Andress, who said it makes the game feel much more authentic and it really aided in his ability to break open runs (likely because he has a tighter control over what he intends to do now).