Last night, EA Sports released a new blog—this time a “deep dive” on Superstar X-Factor Abilities—for their upcoming Madden 20 game. If you missed it last week, we discussed details about Career mode and Franchise mode, and there will be new information dropped every Thursday (with an article coming Friday) every week this month. [Note: any random capitalization throughout this article is based off what EA has capitalized when breaking down new features]
The Superstar X-Factor blog focused on “three primary creative pillars,” which are as follows:
-Make NFL Stars feel like Stars
-Build Unique Playbooks and New NFL Strategy
-Create more Immersive Moments and Deliver a Polished experience
Superstar X-Factors
In Madden 20, there was an attempt to create a gap between elite players and the rest of the league. That has led to the creation of X-Factors, which are players that will be able to get in “The Zone” by hitting a certain in-game objective. Importantly, the Zone abilities don’t modify ratings, and instead are “behaviors, characteristics, and situational outcomes” that will be “complimenting the player ratings.”
Here is the example provided for a Superstar X-Factor ability loadout for cover athlete Patrick Mahomes.
Zone Ability
Bazooka– When in the zone, increase maximum pass distance
-Objective: Complete a TBD-number of passes over 30-yards
-Knock-Out: Interception or sack
Superstar Abilities
No Look Deadeye– Perfect passing accuracy on cross-body throws
Escape Artist– Elite speed and agility when scrambling on passing plays
Dashing Deadeye– Perfect passing accuracy when throwing on the run
Red Zone Deadeye– Perfect passing accuracy when throwing inside the red zone
To summarize, someone using Mahomes will need to complete a certain numbers of downfield passes to get in the Zone, which will allow him to bomb the ball further than usual with Bazooka. Superstar Abilities, though, will be active at all times, and I’m honestly not sure if giving quarterbacks “perfect” accuracy in various situations is a good idea. I would much rather there have been a better timing mechanic put in place.
At all times, the number of X-Factors will be limited to 50, as EA wants Superstar X-Factors to be “an elite and exclusive list that will evolve with the NFL Season,” adding they are “excited to see the debates throughout the season around which NFL stars are most deserving to be an X-Factor.”
I hope this isn’t a gimmick to create social media debates, but based on the product over the past decade, everyone should be a bit skeptical.
Superstar X-Factors in Franchise Mode
In Franchise mode, development traits—Superstar X-Factor, Superstar, Star, and Normal—will determine ability loadouts. Only Superstar X-Factors will have Zone abilities, but Superstars will have Superstar abilities. Here is an example:
Julian Edelman Superstar Ability
Slot-O-Matic: Excels at route running and contested catches when running routes from a Slot receiver position
I would hope that EA provided just one example for Edelman as to not reveal too much information, because there needs to be an impactful clutch ability (which Edelman would undoubtedly have).
More information will be revealed in a “Franchise deep dive blog” coming soon.
Superstar X-Factors in Ultimate Team
To no one’s surprise, the biggest on-the-surface impact to a game mode when it comes to the Superstar X-Factor feature will be in MUT. Chemistry abilities are apparently being replaced by Superstar abilities to “bring you more customization tools for your team.”
However, there will apparently be tradeoffs that force gamers to make strategic decisions, and it sounds like players won’t be able to get overpowered.
Again, more information will be revealed in an upcoming blog.
Superstar Animations
EA is hoping that not only Superstar X-Factors, but also signature animations are able to make virtual players feel like themselves.
Throwing Animations
This seems like elementary stuff, but short passes will now be quicker than deeper passes, and a handful of top quarterbacks will have a “signature throwing animation”—with more to be added in “the future.” (Of course, “the future” could be anywhere from the start of the regular season to the release of Madden 24).
Passing Animations
EA says that Aaron Rodgers will have the quickest release in the game, followed by Baker Mayfield and Patrick Mahomes. It’s unclear if that’s because they are the top three quarterbacks to have animations or because that’s truly how they are ranked out of all the passers in Madden 20, but I have a difficult time not putting Tom Brady, Marcus Mariota, and Derek Carr in at least the same class as them.
Also, the passing speeds and trajectories have been “standardized” so that “a little bit more air” is on the ball for all throw types, which should be a welcome addition. The hope is that users are able to “fit the ball in between zones at a higher frequency,” and someone with 99 Throw Power will equate to 55 MPH for bullet passes (down from 62 MPH in Madden 19).
The new trajectories will be tuned after launch based on player feedback, but let me provide some feedback right now: Josh Allen should have the best Throw Power in the game, followed closely by Mahomes.
Pump-Fake Mechanics
In Madden 20, pump fakes have been reworked, as they will now be accomplished by double tapping a receiver icon. You can also double tap to simply pull down the ball if you change your mind about throwing. EA says, “a well-timed pump-fake will be able to impact defensive playing by forcing them to react.” Ben Roethlisberger is wisely used as the example, and he will be equipped with a Sleight of Hand ability to boost his effectiveness.
Signature Animations and Special Moves
First Down and Sack celebrations have been updated “with a focus on signature celebrations.” No real detail has been provided, but hopefully this means players who are boastful in real life (like Jalen Ramsey) will act like it in the game, and those who are quiet (like Larry Fitzgerald) don’t do ridiculous celebrations.
Plus, Superstar players will have their own set of “special moves,” particularly ball-carrier moves for running backs. And a few players will have their own running styles (though it’s limited to Cam Newton, Julian Edelman, Alvin Kamara, and Richard Sherman, with another mention of “the future” for expansion).
There are also pre-game and in-game “signature” cut scenes in an attempt to bring more real-life player likeness to virtual counterparts.
Immersion and Quality Polish
After every three weeks during game production, there will apparently be a polish weeks with a “team-wide commitment to drive the core quality of the game.” That’s a good idea for sure considering all the issues in previous games, but it could completely backfire if significant issues arise at launch after making this idea public.
Streamlined Pre-Play, Post-Play, and No Huddle Experiences
In previous games, there would be replays shown before and after plays, but that time has been shortened in Madden 20, including naturally-accelerating game and play clocks (regardless of settings). Generally, it’s a good idea for those who mostly play online, MUT, or local head-to-head to have a quicker experience, but doesn’t that seem like a step away from simulation for those who play Franchise mode? I guess we’ll see.
Pass Rush
At least this sounds like a realistic change, straight from the deep dive:
In today’s NFL, the pass rush has changed how the game is being played and is the direct counter to deep routes and great quarterback play. We are bringing a more balanced and powerful pass rush to our game globally to limit the amount of time allowed in the pocket, and it will be even more intense when playing against Superstar pass rushers. This is a significant creative change to the balance of the game and on average, this will force the offense to get the ball out quicker on passing plays without consistently having the time to wait for the second and third passing windows to open up.
In-Game Feedback System
Only one sentence of an explanation was provided here, but in-game feedback is apparently “streamlined to be more cohesive and informative, especially around notifications for X-Factor Abilities and user mechanics.”
This sounds like another step in the wrong direction for those seeking a simulation football experience. We want fewer on-screen “notifications,” not more.
Re-Factor of Under Pressure QB Penalties
Pressure on the quarterback will be more realistic in Madden 20, as based on ratings and Superstar abilities for both passers and pass rushers, effectiveness throwing under pressure will vary.
Gang Sacks
There will now be add-on tackles when multiple defenders are sacking the quarterback.
Rushed Get-Up Animations
Players that are knocked down while the play is still alive will have increased awareness and will “hurry to get up.”
Limits Placed on Lurking LBs
I’ll let EA take this one away:
In addition to the throw-trajectory tuning mentioned previously, we have also made some changes with jumping interceptions over the middle vs. passing plays. Primarily, only defensive backs will be able to execute the athletic, jumping INTs in Madden NFL 20, while linebackers and defensive linemen will not be able to make acrobatic catches over the middle. If a user tries to intercept a pass with a one of these bigger defenders that he can’t reach, the player will trigger a catch animation, but he won’t reach the ball. However, we have picked out the best “ball-in-air” LBs and equipped them with a Superstar ability to allow them to get up in the air and make spectacular catches when applicable.
I don’t know about you, but they had me until the part about Superstar abilities allowing for spectacular catches for certain linebackers. No one in NFL history has been able to make the leaping grabs we see from linebackers in Madden every year.
Animation Polish on Blocking, Catching, and Tackling
EA says they put “significant” work into improving transitions for interactions to be more “seamless,” “responsive,” and “user-friendly.”
More Quality Tweaks
-Auto-Strafe has been removed completely
-Game Speeds have been removed from the game due to bugs it caused in EA’s animation system
-Ball Hawk is defaulted to ON (though it can be turned off), because having it off “can lead to a number of frustration points for [users]”
Next week, I’ll be back to break down the MUT blog on Friday, and in two weeks, Part II of the Madden 20 Gameplay Deep Dive will drop to cover “unique playbooks, NFL schemes and strategies, and the addition of RPOs.”
Madden gets better and better. This year looks like the biggest jump so far.
Totally disagree with that.
What?!
They actually got worse and worse. Now they are starting to get better. Everything started going downhill after Madden 12. Now we finally got superstar mode back 8 years later. But they are just getting better and better right?
I agree with Tommy completely.
EA Sports doesn’t know what it’s doing.
They need a new company or team to make a football game.
This doesn’t look good. You guys have had way better ideas. Madden should hire you to make the game.