Madden 27 Beta Review
🟢 WHAT THEY GOT RIGHT
A lot of what we praised in our CFB 27 beta review carries over here — see that post below for the full list. On top of that:
– Macros are a great addition to the game and we got to test them in this beta (unlike CFB 27). More on these later in the post
– CB depth and width settings are back and useful
– Speed boost has been nerfed
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🔴 WHAT NEEDS TO BE FIXED
– QB throw power feels nerfed and inaccuracies are too frequent. Needs tuning before launch
– Tackling needs a buff. The old tackle types feel deliberately nerfed to push people toward the new system. Let the new system earn adoption, don't force it
– Macros can't flip. You need 2 macros per shell to compensate, which means you're effectively working with 5 macros not 10
– Match doesn't cancel with zone drops or shading
– High balls are way too accurate and forgiving
– Catch in traffic currently favors offense too much
– Wear & tear/fatigue isn't working. Too many subs occurring regardless of settings
– Switch stick is sluggish and needs to revert back to its previous responsiveness
– Adjustments don't save in the main menu. They randomly reset on load (e.g. point/triangle flipping back to zone)
– Containing after adjusting your user resets the adjustment
– Motion snapping is QB-dependent and inconsistent. It should work the same for everyone
– Can't motion snap when receivers cross to the other side or behind the line, even when off-ball
– Zigs & Returns running slowly is a concern competitively against man coverage. Worth a second look before launch
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🟡 GAMEPLAY SUGGESTIONS
– Aggro pass rush needs a legitimate counter (e.g. drawing offsides, PA, runs killing it). Right now it has no answer and it's overpowered
– Hot routes should work on all pass plays. Sft/Boomerang/Spinner type plays are locked out for no clear reason
– Individual corner adjustments (e.g. press slot, back off outside) would be a big add to the Custom Adjustments menu. Important in dime/dollar formations
– Custom Adjustments UI/UX could be improved. A summary card of your key adjustments and collapsible categories (Coverage, Front Seven, Zone Drops, etc.) would make it a lot less intimidating without changing any functionality
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Madden 27 has more tools than we've ever had. The ceiling is there. Don't let the list fool you. Nothing here is catastrophic. Clean up what's broken, address the suggestions, and this could be the best competitive Madden in years.
~ Ace Madden Team
@aceoffmeta | @jrazzam1 | @Livlaughlurk | @cVastii
Brutally Honest Thoughts On Madden 27 Beta:
The Good:
1️⃣ Smart zones are a gamechanger.
♟️Ultra aggressive flats play speed flats
♟️Ultra aggressive hooks play drags better and for longer
♟️Aggressive deep halves play sideline fades
♟️Conservative and conservative clouds play outside fades well
Most of the zones are definitely much improved over the past few years.
Credit to the team for putting significant time into improving the coverage.
It's clear Clint and the squad have indeed been listening to feedback.
2️⃣ Deep halves from safeties actually play the sidelines
Slot fades no longer beat Cover 2 to the outside.
(Set deep halves to aggressive to almost guarantee any outside fade/slot fade gets played)
I've even seen a deep halve jump inside on a seam streak.
Cover 2, with smart zone adjustments, has made Cover 2 the best it's ever been in Madden.
3️⃣ Crossman is back 🖤
4️⃣ Defensive macros are good but not gamechanging as is
In terms of time to setup:
The offense still has a significant advantage over the defense.
Defensive macros greatly reduced the time to setup on defense.
But I was disappointed to see that the macros didn't include:
-Individual conservative, conservative, agg, etc in macros
-Man ups
-Cross man
Adding individual smart zone adjustments should be an easy add.
But for the man-ups/cross-mans I'd suggest:
Ability to set defensive macros vs. every form in the game.
Just like we have the ability to set defensive audibles for every formation...
We need that level of customization for defensive macros.
Then it'd be easy to map out man-ups/cross-mans.
Ex.: If you're setting defensive macros vs bunch x nasty:
Then it'd be easy to say I want slot cb 1 cross-manned on lone side WR.
Whereas now it's too difficult to map out b/c obviously WR 1 vs. WR 2 will line up in different places based on form.
Overall an amazing idea though.
And I hope the team continues to build on V1.
The Bad/Stupid:
1️⃣ Adding "Shotgun Classic" is the dumbest fucking decision I've ever seen.
Why would you finally a gamechanging feature to equalize setup speed on defense with offense...?
Then add an offensive playbook where you don't need a single fucking hot route.
Yet there's STILL adjustments to be made defensively b/c defensive macros aren't fully scoped out.
Shotgun Classic KILLED defensive macros, your brand new shiny feature.
I'm talking took it behind the barn and shot it.
Not even 100 custom adjustments with "hey siri select custom adjustment 67" would save us vs. that book.
Just incredibly fucking stupid.
What's crazy is no human can even create a SUPER custom that good.
Take that Shotgun Classic playbook behind the barn and shoot it @ClintOldenburg.
2️⃣ Aggressive Catching Is Stupid OP
What can a man do to get a fucking knockout on this game?
The catches in traffic were already OP.
Now every 70 overall WR thinks they're prime Odell Beckham.
Defenders are seeing more nuts to the face than a hooker on dollar night.
Drastically tone down catches in traffic PLEASE.
Or it'll be all out hell once every WR is 95 CIT and everyone's mastered green catching.
3️⃣ Dropped Picks Are Far Too Frequent
What Madden will finally set the precedent that dropping interceptions on COMP mode is not okay?
Move the ratings based bullshit to sim mode and allow players to search h2h games on sim mode.
Picks should be caught 100% of the time on comp mode.
4️⃣ Timing Based Catching Will Be Madden 27's Speed Boost
According to the deep dive:
As receivers get increased CIT and spec catch there's a wide window for green catches even if the pass is smothered.
If 70 overall WR's are skull fucking my best DB's now:
I don't want to see this game in December once everyone has mastered green catching.
And every WR is 99 CIT/SPC.
This will be the feature that overshadows all the great new features added when we look back at Madden 27.
Follow @MaddenAcademy_ for daily help on mastering Madden 27's MENTAL.
The One-Handed Spec Catch Modifier is a GAME CHANGER in Madden 26 🤯🔥
If you’re struggling to fit passes into tight windows, especially in the redzone, this completely changes what you can get away with.
The one-handed catch modifier gives you more rewarding highballs, more frequent highball wins, and quicker catch animations.
But the real key?
You still get to choose between Aggressive, RAC, or Possession Catch depending on the situation.
That makes it way more versatile than just throwing a regular highball and hoping for the best.
How it works:
You throw a normal bullet pass, then activate the one-handed spec catch modifier while the ball is in the air.
This lets you trigger quicker and more aggressive catch animations without giving up control over the catch type.
How to do it:
1️⃣ Throw a typical bullet pass by holding the receiver button
2️⃣ Free form or highball if needed
3️⃣ While the ball is in the air, hold LB/L1
4️⃣ Press RAC, Aggressive, or Possession Catch at the same time
Important:
Use this the most in the redzone when you need to fit the ball into a tight window.
You can also use it for open-field highballs, but it’s at its best when space is limited and you need the ball caught quickly.
This is one of those mechanics that instantly raises your passing ceiling.
🎥 Full breakdown in the video
Bookmark this and follow @VFormationGG for more Madden tips, and remember this is JUST ONE of the tips in @Swolosimo's latest lab update. 🔥
@gc_context@SwiftYouTube_ Whatever you say little bro, why do you think you see every pro using tank because it’s more important than any route helping ability with all the avalanches but I haven’t been playing MUT since 2019 I don’t know anything