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MADDEN MASTERCLASS

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FIVE THINGS

FIVE THINGS

If there is a video game I’ve played more than any other, its Madden. My craziness over the release of Madden would often cause me to request the week of release off of work so I could master the game and the nuances of my selected playbook.

I was first introduced to the game on the Sega Genesis. My oldest brother and I had decided that we would draft up every team in the league and play the full seasons for the whole league. With this piece I’m hoping to pass on some of the wisdom I’ve learned as a Madden veteran of 20 years. Control the line of scrimmage. Put together a great offensive line that can wear down opponents. A giant Left Tackle is key. A nimble center is next in order of importance. Playcalling wise, I like to establish the run behind the Left Tackle’s side. Once established, I can effectively start to call playaction and roll to the right where I generally position my primary receiver.

I love mobile QBs in Madden. Even a stiff like Tim Tebow becomes the perfect QB in my read option offense.

On defense, I generally control a Defensive Tackle. I also always line shift my defense to cover the Tight End. This generally leaves me susceptible to counter runs, but counters take so long to set up that they are usually pretty unpopular. In controlling a Defensive Tackle off the snap, I’m trying to do one thing: collapse the pocket. It forces the opposing Quarterback to make a quick read which generally leads to a bad throw. It’s also a great way to cover for a bad secondary. Beyond passing, it also greatly affects the running game. Because you have a Tackle rushing the line, the Running back has to commit to a hole really quickly.

Crashing the line is a great way to force the opposing to double-team the user controlled Tackle, leaving a free-run for one of your teammates to cause havoc. I also substitute my DLine often, it keeps your defense fresh (more on that later). Control the clock. Now this isn’t a sexy tactic, but it correlates directly to controlling the line. Shorten the games, give your opponents less time to work. There are few things more demoralizing to opponents than playing 8 minute quarters and having a 6.5 minute drive. You’ll fi nd your opponent will quickly overreact and start going for big plays which will leave them exposed. Like I said, not sexy, but effective.

On defense, put pressure on every play. Sure, you’ll give up the occasional big play, but you’ll get your fair share of sacks and picks. Plus you’ll see how quickly teams abandon the run when extra blitzers are coming. When your opponent is passing a lot, it gets the ball back in the hands of your offense quicker. All of which allows you to keep control of the clock. Basically you should dust off those old Bill Parcells and Mike Ditka videos. Three yards and a cloud of dust on offense, and pressuring the line on defense. Master your playbook. This is extremely important and very simple. Find the playbook that’s right for you, and master about 10-15 plays. You can do so much customization at the line pre-snap that trying to learn more plays than that would be detrimental. Read the defense pre-snap and simply adjust accordingly. For example, the defense is selling out with a blitz and leaving only one Safety over the top. Send both outside receivers on go routes. The safety can only cover one. Instant big play. Shifting your Tightend around is also key on offense. Read those linebackers pre-snap and fi nd the best mismatch for him. It’s also a great way to fi gure out if the defense is in man to man or zone coverage. All of this is done pre-snap.

Since the introduction of the Read Option (Madden 25) it’s been my primary offense. I run roughly 75% of all plays out of it. The 2 RB, 1TE, 2WR formation works to my strength controlling the line and the clock. The one requirement is a mobile QB. The NFL may have moved on from the read option and the wildcat, but it’s well and thriving in my Madden.

Speedy guys who operate well in space, like Tavon Auston, are gold in Madden.

On defense, do the same. Keep it simple. Master 10 to 15 plays. Keep certain base packages. Early down run, Big run package, 3 WR, 4WR. After that, learn how to lineshift to create mismatches and running lanes (all done pre-snap). There is so much customization that you don’t need a massive playbook. Just a few set fronts.

Have at least one great space guy on the team. Think someone like Tavon Austin. He may be a bust in the real NFL, but he is gold in Madden. He is extremely fast and very shifty. He’s great in the return game. Great in multiple receiver sets out of the slot. Plus you can even have him in the backfield in read option plays. He’s a versatile multi-dimensional weapon. Darren Sproles, Julien Edelman, C.J. Spiller, and Reggie Bush also fit this mold. If you are fantasy drafting a team, it’s okay to wait till late and draft guys like those mentioned above instead of reaching for guys like Dez and Megatron.

Speed is key on defense. When I’m building a defense in Madden, my key attribute is speed. As realistic as the game is, it’s just that—a game. One of the easier attributes to recreate in game is speed. Strength is relatively subjective, same as awareness. Speed is easily quantifiable. The offensive lines are usually slow. Load up on speedy linebackers . If you’re crashing the line with your tackles, your linebackers should have plenty of alleys to run through to get to the QB or the RB. Also, if you have a speedy secondary you’ll be able to make more plays on the ball. Speed kills.

Also, substitue freely on defense. Madden novices forget to do this and usually have an incredibly tired defense late in games. Substituting is so easy to do now, it’s a simple pre-snap button press. It’ll keep your team fresh and your best players will be effective in late game situations

The most important player on offense... the Tightend. Anyone who knows me or has played against me is not surprised by this. The TE is generally the focal point of my offense. In the running game, I move my TE everywhere. He is very active pre-snap. Either as an extra blocker, or simply to clear out an area to give my runner more room. In the passing game, they are my everything. I change their route on almost every play based on what I read from the defense. They are usually surehanded middle of the field (and redzone) giant targets who create mismatches everywhere. They are the base of my offense, and, if you ask me , the key ingredient to any great Madden offense.

On defense I pay a massive amount of attention to the TE as well. I tend to shift my defense to cover the TE. This is important because if the TE is breaking into the flat, it leaves a free run to the QB. If he is a blocker, your DE should have a strength edge. Always cover the TE, you’ll be sorry if you don’t.

These are my tips for Madden gleamed over 20 years of gameplay. They won’t work for everyone (or even help you beat me), but they should help with most players. Happy Madden.

MADDEN’S RANKED

Luis’ definitive list on the best Madden games of all-time.

1. MADDEN 2005

This game made a refocused and dedicated effort to get more defense into the game. The introduction of the hit stick was hugely successful. Easily my favorite Madden.

2. MADDEN 2007

New blocking schemes helped the running game ruled here.

3. MADDEN 2004

The ’04 version of Michael Vick might be one of my favorite players ever.

4. MADDEN 2015

Great graphics, playbooks, and substitutions overhauled.

5. MADDEN 2003

Great leap in gameplay over ’02. Offenses ruled. Faulk was lights out.

6. MADDEN 2010

Update to realistic tackling engine.

7. MADDEN 2012

Really solid gameplay and presentation.

8. MADDEN ’97

Introduction of free agents and managing the salary cap.

9. MADDEN 2000

Much improved franchise mode.

10. MADDEN 25

Huge roster of legends and classic teams make this one of my faves.

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