Madden 27 has been out for almost a week, and I believe players are already familiar with its content. Of all the game modes, my favorite is Franchise Mode, because I feel it's the most relaxing for me.
So after MUT 27's release, I focused on Franchise Mode, hoping this new title would bring some surprises. After playing over 100 hours of Franchise Mode, I have some thoughts to share, although these thoughts may not all be positive.

Early Advantages
When I first opened Madden NFL 27 and entered Franchise Mode, I was immediately hooked. Initially, I didn't notice any flaws because I was completely immersed in playing alongside rookies, managing my favorite team, and rediscovering the rhythm of building a roster.
On the surface, the game runs smoothly, the menus are responsive, and the graphics are refreshing. In addition, there's the new Persona Engine, which, while theoretically a bit flashy, does add some fun to player interaction, and I can't see any downsides.
For the first 50 hours, I'd give this game a 9 out of 10. I had a blast and was completely immersed. I meticulously planned the draft, scouted rookies, and dreamed of building a dynasty. But gradually, I discovered some problems, and once I found them, I couldn't ignore them.
Potential Issues
Salary Cap Disaster
I believe Madden 27's biggest problem lies in contract and salary cap management. Almost all AI-controlled teams face negative salary caps or severely limited financial flexibility.
This has triggered a huge ripple effect throughout the league: teams are unable to make trades, free agents are harder to sign, and it's almost impossible to recreate blockbuster trades in real life. Furthermore, the in-game financial system is chaotic, and the entire trade market is stagnant.
Worse still, I saw players signing contracts longer than seven years. This situation, impossible in real-world games, actually happened in the game, completely ruining the gaming experience. Any experienced general manager wouldn't spend lots of Madden NFL 27 Coins on seven-year contracts with an underdeveloped team, yet this is commonplace in AI-controlled teams.
Chaotic Trade Logic
The game's trade logic is incredibly messed up, with quarterbacks being severely overvalued. A mid-tier quarterback can be easily traded for a young, promising wide receiver, which is embarrassing.
Furthermore, Franchise Mode overvalues veterans who are clearly past their prime or playing for underperforming teams. AI-controlled teams seem to lack the urgency to trade players at the right time; championship contenders won't make moves before the trade deadline, and rebuilding teams won't ditch veterans for draft picks - the logic is completely flawed.

Terrible Player Market
I think Madden 27's free agent market is a disaster. I don't know how to describe it, but for example, I offered top free agents astronomical contracts - any player in the real world would accept without hesitation - and they never signed with me.
Therefore, every negotiation becomes a frustrating cycle: either endlessly extending the contract length or demanding an exorbitant signing bonus. There's no detail, no back-and-forth, and no sense of realism.
Furthermore, there's the bidding system for undrafted free agents. Theoretically, adding a bidding system for undrafted free agents is a good idea. But in reality, it's a mess. AI's bidding is illogical, and the whole process feels like an afterthought rather than a meaningful improvement.
Simulation Stats Over-Reliant on Playbooks
Madden 27 simulation engine is entirely based on playbooks, which is a huge problem. Currently, the most unbalanced offensive playbooks are those for Rams and Giants. If you use playbooks from these two teams, your offensive stats will be exaggerated regardless of the player's overall rating.
This results in severely inflated overall player simulation stats. Too many quarterbacks are throwing for 4,000 to 4,500 yards every season. Running backs also frequently easily exceed 1,200 yards. When half the players in the league can put up Pro Bowl-level numbers, what difference does it make which players you choose?
However, my biggest frustration is that the simulation still doesn't allow for running back rotations. If you want two running backs to take turns handling the ball, the game simulation isn't very effective.
No matter how you adjust the roster depth, one running back will inevitably handle the ball far more often than the others, while the other will only play a negligible role.
Tedious Player Progression
In Madden NFL 27, the player progression system is incredibly tedious and repetitive. Simply put, it's too linear and completely fails to reflect the unpredictability of player development in the real world.
For example, suppose you have a 26-year-old quarterback with an 81 OVR and Normal progression. He throws over 4,000 yards and scores 40 touchdowns in a season. What does he achieve? With good luck, he might eventually reach 84 OVR, but that's about it. Unlike in real life, players don't usually have a breakout year or later.
Therefore, I believe the player development system needs a more in-depth framework. EA needs to consider more than just age and developmental traits; it needs to look at player performance and their synergy with tactics.
The current player development system is too predictable, thus losing one of the most exciting elements of Franchise Mode - watching players exceed expectations and become stars.
This concludes my review of Madden 27 Franchise Mode. I'm not saying the game is bad at the start, but it doesn't stand the test of time. This is a fatal flaw for a mode designed to cultivate long-term team building capabilities.