Madden NFL 26

Madden NFL 26

When you start a new Franchise in a Madden NFL game, you get 2 options:

  • Use preseason rosters,
  • Use current active roster.

For simulation users looking to start a new Franchise in the preseason, neither of these options is ideal. The preseason roster gives you all of the preseason players, but it does not include ratings changes, updates to player likenesses, or roster changes that occurred during or after preseason. The current roster, on the other hand, is up-to-date, but only includes each team's active 53-man roster. Practice squad players are all independent free agents.

If you choose the active roster, then every team will start the preseason with only 53 players, and CPU teams don't bother to fill their rosters during the preseason. This wreaks havoc with preseason play, since CPU teams will go into preseason with only 2 quarterbacks, or only 3 running backs, and so forth. So when it comes time to sub in all the backups in the 2nd half, things potentially break down, since the rosters aren't really deep enough to facilitate pulling out all the starters.

So I have taken it upon myself to try to partly resolve this problem. I have uploaded a shared roster file that restores most practice squad players onto every team's rosters. I went through every team, and added all of their practice squad players to their rosters. I used the rosters from ESPN, going into week 2, and looked for every practice squad player in Madden's free agent pool, and added them back to their team's roster. This included any currently inactive players who were listed on each team's injured reserve.

I have manually restored many practice squad players onto their team's roster.

This roster will allow sim Franchise players to use a roster that maintains major roster transactions that occurred during or after preseason (such as Micah Parsons being traded from the Cowboys to the Packers), as well as any ratings updates that EA applied after the preseason, while still giving all the teams some of their practice squad players back. These extra players can play in the preseason, and can be added to teams' practice squads after the preseason.

This roster is called "PLUSPRACTICESQ", and it is currently available on Madden 26's in-game roster share menu. I created this roster on PS5, so I'm not sure if it's available for XBox or PC players to download. Does EA have "cross-play" for file sharing? If you're playing on XBox or PC, and cannot find or download this file, then don't get mad at me; direct your anger towards EA.

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Patreon

2 years ago, after playing both Star Trek: Resurgence and Star Trek: Infinite, I started thinking about how the ludic genres of "point-and-click"-style adventure games and grand strategy games are both very good ludic genres for the Star Trek IP. I had originally planned on creating a short, 20-30 minute video talking about these 2 games, specifically, and how they manage to faithfully adapt the source material. And I wanted to contrast these 2 games against a few other Star Trek games in other ludic genres, such as Elite Force (a first-person shooter), and some of the old starship operation games like Starfleet Command.

However, as I worked on the script, I kept wanting to talk about more and more Star Trek video games, and I kept reading about other Star Trek games that I had never played. So I expanded the scope of that original project to start to include more examples of adventure and strategy games, as well as to talk about Star Trek games in other genres. I bought some games to try out, and fell into a rabbit hole of playing every Star Trek game that I could get my hands on, and watching let's plays of all the games that I couldn't play.

Before long, that 20-30 minute project had ballooned to over an hour of script. At that point, I decided that this was too much for a single video, and I decided to do 2 things:

  1. I would split the video up into multiple parts (originally, I expected 3 or 4 parts),
  2. I would make each video be about games in a particular ludic genre (such as adventure games, shooters, strategy games, etc.).

This necessitated more research, and more play-time with other games in other genres. Eventually, after 2 years of on-again-off-again work, I ended up with over 2 hours of videos talking about the different ludic genres into which Star Trek had been adapted. I talk about which ones work, which ones don't work as well, and also what I would like to see from Star Trek games in the future.

In the meantime, just as I was getting ready to finally release this epic project, 2 new Star Trek games were announced: Voyager: Across the Unknown (not to be confused with a Star Trek tabletop game called "Into the Unknown"), and Star Trek: Infection. So I may talk about those games in a future update video. Infection, in particular represents an entirely new ludic genre for Star Trek games, since it's a VR horror game -- the first true horror game that I've ever seen for the Star Trek IP.

The first part of my retrospective series is now available on YouTube, after a short period of Patreon-exclusivity:

The first part of a 5-part retrospective on Star Trek video games is now available on YouTube.

The other 4 parts are already available to Patreons at the following link: https://www.patreon.com/posts/exploring-new-of-137678510. I will be releasing each new episode every few weeks, but Patreons are able to view all 5 episodes now.

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Sunday, September 7, 2025 11:59 PM

At 3-0, do I owe Dan Mullen an apology?

in Sports by MegaBearsFan

University of Nevada, Las Vegas

I was very harsh of Dan Mullen's premiere performance as UNLV's head coach, in which UNLV barely eked by with a 1-touchdown win over an FCS opponent. I even went so far as to say that I suspect he would be fired sooner rather than later. Much to my surprise, UNLV has since beaten Sam Houston and UCLA to start the season 3-0. In fact, UNLV was absolutely dominating UCLA in the first half, going up 23-3 by halftime.

The defense, in particular, looked dramatically improved in the first half against UCLA. They were playing much more disciplined. They were gap-sound, weren't giving up the huge cutback lanes that had been their Achilles heel in the first 2 weeks, and pass coverage looked tight. They even got a couple sacks! It was a dramatic turn-around.

Is the team much better than that week 0 performance against Idaho State made them look? And do I owe Dan Mullen and his staff an apology for being so harsh?

The answer is: probably.

But there are some caveats. The biggest caveat, of course, is that UNLV did not look nearly as good in the second half. They almost blew the game, giving up 20 2nd-half points, while only scoring 7 of their own, in order to win the game by a single TD. UNLV's defense couldn't get UCLA off the field. In fact, UNLV ran a whopping total of 4 offensive plays and a punt in the entire 3rd quarter, because UCLA possessed the ball for the entire rest of that quarter.

Anthony Colandrea hero ball
PHOTO CREDIT: Steve Marcus, Las Vegas Sun via AP
Anthony Colandrea was forced to play "hero ball" too often for comfort.

Moreso, I still have big concerns with the offense -- the line in particular. Even though UNLV's offense appeared to be rolling while they put up 23 first-half points, the offensive performance was a bit rough. Most of that production came on improvisation on broken plays. Quarterback Anthony Colandrea was frequently forced to scramble, and was lucky that his receivers were consistently able to come back towards him and catch passes on the perimeter. And when there weren't receivers open at all, Colandrea was usually able to find a soft spot in the defense and scramble for first downs.

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University of Nevada, Las Vegas

Well, it was good while it lasted, I guess.

Dan Mullen is not a replacement for Barry Odom. Honestly, I didn't expect that anybody would be. Odom seemed like a hard-ass coach who pushed his players to get the most out of them. With the sole exception of that second Championship loss to Boise State before he departed for Purdue, Odom's teams always looked ready to play. They played fast, intense, smart, and disciplined.

Dan Mullen's premiere UNLV team was none of those things. They walked onto the home turf as 30-point favorites against an FCS team that was below average, even for an FCS team. And yet, for the first half (or so) of that game, you might have thought that UNLV was the FCS team.

The defense, in particular, looked woefully un-prepared to play in the first quarter or 2. They were slow, out-of-position, and consistently missed tackles. Nobody seemed to play with any gap discipline or containment. Idaho State's offensive line was able to wash the entire defense down and create cutback lanes large enough to cruise a battleship through. And blown coverages in the secondary lead to a couple more go-ahead scores for Idaho State.

The offense wasn't much better though. The offensive scheme was pedestrian, as it lacked Brennan Marrion's novel "Go-Go" spark. The offensive line couldn't hold blocks, and both QBs were forced into frequent panic situations in which they had to scramble for their lives.


PHOTO CREDIT: Steve Marcus, Las Vegas Sun.
UNLV showed poor gap discipline and containment, opening huge holes for Idaho State.

Both sides of the ball were also plagued with penalties. Over 90 yards of penalties, I think. Worse yet, 2 missed [relatively easy] field goals showed that special teams also lacks discipline and focus.

It was bad!

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EA Sports College Football 26 - title

Is it just me, or did EA release College Football 26 really early this year? Last year (and historically with the NCAA Football games of previous generations), the college football game would release in late July, about a month before the college football season starts. This year, however, the game released on 7th of July, over a month and a half from week 0 of the college football season.

Not that the extra 2 weeks or so would have made much of a difference.

I waited a couple weeks and bought the game used (and $20 cheaper!) off of eBay. This was partly because the early release date blind-sided me. I wasn't thinking about football season yet. Heck, I hadn't even activated my fantasy leagues or confirmed that people were going to play again this year, by the time College Football 26 released! I was also cautiously optimistic about this game, but still wanted EA to prove to me that they could actually improve a product before I would give them any more of my money with a retail purchase.

Despite not playing the game until it had already received multiple patches, it still managed to fall far below my cautious expectations, and fully vindicated my decision to not purchase a retail copy.

EA Sports College Football's sophomore year is not something to cheer for.

I am genuinely dumb-founded by EA's lack of effort and care with this year's College Football release. I really did expect that with the highly-anticipated return of its college football game, EA would put at least a year or 2 of solid effort into making a good, polished product, in order to build up some consumer confidence and good will -- you know, before they flush it all down the toilet and go back to being EA.

But they couldn't even be bothered to do that! It's just business as usual for EA. Except now they're selling us two shitty, low-effort football games, instead of just one.

The same, plus some options

First and foremost, so many of the problems from last year's game are still present, so I'll refer you back to that review. Yeah, I did eventually figure out how the option controls work, and get used to them, and even come around to liking them in last year's game. But kicking is still mercilessly difficult without any options to make it easier or less forgiving. This is despite the fact that 26 comes with a smorgasbord of new options for tweaking the ways that things like Wear & Tear and auto-subs work (which does resolve one of my biggest complaints with last year's game). But they couldn't be bothered to give the user any customization options for the kicking game, other than the choice of whether to hold or tap the buttons (the same option we were given last year).

There are extensive customization options for Wear & Tear.

There's still no tutorials or Skill Trainer to teach kicking or other game mechanics. So you're still stuck going to open practice and having to self-teach yourself (through trial-and-error) how to kick, run the option, use the Do-It-Yourself Reverse plays, use the switch stick, and so forth.

I think there's also more flashing indicators to tell me when players are triggering or disabling their abilities, and maybe also when they have Wear & Tear. I'm not quite sure, because there's no in-game keys that tell me what all the U.I. icons on the field mean, nor are there any tutorials or training modes that explain what all the icons and symbols mean.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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