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Tuesday August 26, 2025
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Madden NFL 26 Review - The Boldest Madden in Years

Madden NFL 26 finally feels alive with faster gameplay, deep Franchise upgrades, authentic weather, and bold fixes that make it the best Madden in years.

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Every August, I go through the same ritual. I clear space on the console, make room in my schedule, and brace myself for another season of Madden. I tell myself I won’t get sucked into believing again, that I won’t sit there convincing myself the fixes I’ve been waiting for are finally here, but of course I do. Madden NFL 25 gave me some of that feeling last year—it played better on the field, BOOM Tech made tackling less of a physics joke, and the presentation had been tightened, but after a few weeks, the reality set in. Superstar was flat, Ultimate Team was its usual money pit, and Franchise was still hanging on with features that felt overdue by years. I scored it a six because it was fine, and fine is not what I want from the only NFL sim we’re allowed to have.

Madden NFL 26 hit me differently from the very first drive. Movement speed has been reworked, and for someone like me who splits time between Madden and College Football 26, the balance is immediately noticeable. College Football moves at a frantic arcade pace, while Madden has been dragging its feet for years. Now Madden 26 feels alive without losing its simulation weight. After putting hours into both, I honestly prefer Madden’s tuned speed; it’s responsive without being twitchy. The borrowed features from College Football 26 also make a real difference. Dynamic substitutions happen automatically after the next play, customizable defensive zones give me flexibility in coverage, stunts, and twists, finally look and feel like they should, block steering makes line play matter more, and defenders actually need to see the ball before they pick it off. Throw in Wear and Tear, which makes managing players’ health an actual strategy, and revamped passing mechanics that let me attempt back-shoulder and pylon throws, and you have the most complete on-field package this series has had in years.

The weather effects deserve their own mention because they change how games play in a way Madden has never pulled off before. In a snowstorm, visibility shrinks so badly that seeing deep routes feels impossible, players slip off the line, and fumbling becomes a constant risk. Rain has the same impact on ball security, forcing me to think twice before running up the gut over and over. Small touches like footprints filling the snow over time make these games feel more real, and for someone who’s played hundreds of bland regular-season matchups in Franchise, that detail matters.

Presentation finally feels like it belongs in 2025. Madden 26 includes unique broadcast packages for Sunday, Monday, and Thursday nights, each with its own intro and commentary team, so primetime games feel like events. And team traditions add personality to the series, which has lacked for too long. Randy Moss blowing the Gjallarhorn before Minnesota Vikings games, Freddie Falcon swooping down before Atlanta Falcons games, these touches matter when you’re deep in a Franchise season and trying to feel like every matchup isn’t interchangeable.

The Skills Trainer is the part I didn’t expect to care about, but ended up using more than I thought I would. It’s been rebuilt, and this time it actually explains mechanics and player ratings in detail. For example, when kicking field goals, hitting the red zone of the kick meter isn’t a power boost; it’s an overkick, and it reduces distance. I had no idea, and neither did one of my friends who’s been playing as long as I have.The new trainer even marks drills as “Beginner” or “New to Madden,” which makes it easy to find what you need without wading through the full set of lessons. It’s miles ahead of the outdated version that lingered for years.

But the real story of Madden 26 is Franchise mode, and as someone who plays in a 32-man online league and manages multiple solo franchises on the side, this is where the game finally made me believe again. Training Camp has been overhauled, but not always for the better. There are fewer minigames now, which means fewer players can be trained, and defensive backs only have one minigame. Receivers are limited to one as well. Some of the minigames are fine, but others are awful. Bucket Drop, where you set your throw and then hold the analog stick in place, is awkward and uncomfortable, and DB Battle has been made harder and more punishing than ever, to the point where I dread it every season. There are also drills that reward two skill points now, but it, by any means, doesn’t make up for the frustration.

Once you get past Training Camp, though, the mode shines. Coach Creation has more outfits and more head models, and while some look strange or dated, there are more options to choose from. You now select an archetype for your coach, player development, offense, or defense, and instead of slogging through generic skill trees, you unlock and equip abilities that matter in games. Some improve coverages or short passing, others boost scouting or training, and they can expire, forcing you to reinvest points. This creates an actual strategy in managing your coaching loadouts week to week. There are timing issues. Focus Training slots, which used to be permanent, are now tied to abilities that don’t activate until the following week, so development time gets lost, but overall, the system adds depth.

Playsheets are another highlight. These unlock smaller, focused playbooks that add formations like the 4-2-5 defense or offensive systems like the Air Raid. They level up or down depending on how you use them, and they’re only accessible through playsheets. Coach’s Suggestions now use machine learning to explain plays, sometimes hilariously telling you a play has a seven percent success rate, but even with the flaws, it’s a better system than the vague “here’s a play” from years past.

The Wear and Tear system is the biggest shift. Players accumulate damage from hits over time, making them more likely to get injured or play less effectively as games drag on. Trainers now have abilities that reduce the effects, speed up recovery, or protect players in practice. Injuries no longer come with exact return dates but with ranges, so you’re never certain when a player will come back. You also set practice intensity for individual players, and fatigue is tracked with numbers instead of vague bars. These changes make depth matter in a way it never has before. Developing backups is now essential, and as someone who prides himself on building rosters from the draft up, this is the exact detail I’ve wanted for a long time.

The Franchise presentation has seen massive upgrades. Weekly recaps and halftime shows are hosted by Scott Hanson and pull highlights from across the league, even CPU-versus-CPU games, stitching them into a package that makes each week feel alive. Press conferences are less robotic, too. You now meet with coordinators to plan strategy, and players handle the media after standout games. Relationships matter: blow off a coordinator and they’ll be annoyed, but win anyway and their respect grows; credit them after a player wins an award and they’ll remember it. It finally feels like there are personalities in the Franchise instead of just menus.

There are technical improvements, like progression and regression being calculated correctly and tied more closely to performance instead of just age. But player cards now take more than five seconds to load, which is a step back from Madden 25 and maddening when you’re checking across a 53-man roster.

Superstar tries to reinvent itself with a “Sphere of Influence,” where your custom character balances relationships with coaches, teammates, and side characters like a sports psychologist or tattoo artist. The presentation is uneven, with real photos, game models, and AI-looking portraits all mashed together. Choices rarely matter, training is still minigame-heavy, and while Superstar Showdown adds online competition and customization, the rewards are garish and hard to care about. Compared to Franchise, it feels shallow.

Ultimate Team, meanwhile, continues to be the mode designed to keep EA’s revenue flowing. It adds quality-of-life updates like Pack Helper, which tells you instantly if a new card is better than one in your lineup, and an update after launch fixed a UI bug that sometimes prevented challenges from showing. As a solo experience, it’s fine for a while. As a competitive one, it’s still pay-to-win. It hasn’t changed in spirit, only in convenience.

After years of small steps forward and bigger frustrations, Madden NFL 26 finally feels like a meaningful leap. The gameplay plays faster, quarterbacks and receivers behave more like their real counterparts, weather and presentation add to the immersion, and Franchise has been rebuilt into something deep and rewarding. There are problems—Training Camp minigames are miserable, Superstar is still surface-level, Ultimate Team is still predatory, and menus are inexplicably slower, but those flaws don’t outweigh the fact that this is the most ambitious Madden in a very long time.

For the first time in years, I didn’t walk away from a season feeling like I had to make excuses for the game. Madden NFL 26 is a football sim that feels alive, one that makes Franchise worth sinking hundreds of hours into again, and one that makes me believe the series isn’t doomed to spin its wheels forever. This year really does matter.

Our ratings for on out of 100 (Ratings FAQ)
Presentation
92
Severe snow and rain alter visibility, footing, and fumble rates, broadcast packages differ across Sunday, Monday, and Thursday nights, and Scott Hanson delivers weekly recaps and halftime shows with highlights from user and CPU games.
Gameplay
91
Speed tuning bridges College Football 26’s arcade feel with Madden’s older sluggishness, adding dynamic substitutions, customizable zones, stunts, twists, block steering, back-shoulder and pylon throws, though Training Camp minigames like Bucket Drop and DB Battle remain miserable.
Single Player
87
Franchise now features archetype-based coaching abilities, playsheets that unlock formations like 4-2-5 and Air Raid, numerical fatigue tracking, training intensity per player, and relationship-driven planning, but Superstar’s Sphere of Influence is shallow and undermined by awkward AI-like portraits.
Multiplayer
85
Online Franchise supports 32-player leagues with scouting, coach planning, and highlight packages, while Superstar Showdown offers online customization with gaudy cosmetic rewards and Ultimate Team pushes pay-to-win mechanics despite Pack Helper making management smoother.
Performance
80
On-field play is stable with fixes to regression and progression calculations, but player cards now take more than five seconds to load compared to Madden 25, and early Ultimate Team UI bugs required post-launch patches.
Overall
90
Madden NFL 26 finally feels ambitious with authentic presentation, weather realism, and the deepest Franchise overhaul since Madden 17, though Training Camp minigames, Superstar’s lack of depth, and Ultimate Team’s monetization hold it back from perfection.
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