I Played College Football 25 Early - The Truth
Summary
TLDRThe video script offers an in-depth look at 'College Football 25', highlighting the game's realistic features and improvements over previous editions. The presentation showcases new abilities and X-factors, the revamped kicking system, and the introduction of wear and tear to simulate real-world player performance. The detailed analysis covers gameplay, AI enhancements, and the dynamic stadium atmospheres, promising a more immersive and strategic college football experience. The script also teases upcoming features and expresses excitement for the game's potential, emphasizing the dedication of the development team.
Takeaways
- 🏈 The game 'College Football 25' is highly anticipated and promises a realistic and immersive football experience.
- 🎮 EA Sports has introduced over 80 new abilities and 1,500 new plays, emphasizing situational boosts without guarantees for specific results.
- 🌟 The game features a detailed 'Wear and Tear' system that impacts player performance based on fatigue and damage, adding a strategic layer to gameplay.
- 📊 Abilities in the game are categorized into physical and mental groups, with four tiers (bronze, silver, gold, and platinum), similar to player badges in 2K games.
- 👨💻 The development team, which includes members from the college football revamp mod community, is passionate and dedicated to creating an authentic experience.
- 🏟️ The game includes over 150 stadiums with realistic visuals and sounds, providing a unique atmosphere for each location.
- 🔄 The 'HomeField Advantage' feature is back, affecting gameplay and crowd dynamics, and includes a stadium pulse meter to energize the crowd.
- 🎓 'Road to Glory' mode allows players to start as different types of prospects, with a range of overall ratings, and experience a more engaging recruitment process.
- 🏈 The option game has been refined for realism, with new controls and mechanics that better reflect the quarterback and running back exchange.
- 📈 The game introduces 'Coach Vision', a pre-play feature that provides insights into player composure, confidence, abilities, and matchups.
- 🌧️ Weather conditions have a significant impact on gameplay, affecting player movement, passing accuracy, and special teams, enhancing the realism of the game.
Q & A
What is the game 'College Football 25' like based on the presentation and gameplay experience?
-College Football 25 is described as highly realistic and immersive, with features that deeply simulate the college football experience, including detailed stadium recreations, realistic gameplay, and a variety of new abilities and mechanics that enhance strategy and depth.
How does the game differentiate abilities from the Madden series?
-The game introduces 80 new abilities that are purely situational boosts with no guarantees on specific results or animations. They are categorized into physical and mental groups, divided into four tiers (bronze, silver, gold, and platinum), and determined by player archetypes.
What is the impact of the 'wear and tear' feature on gameplay?
-The 'wear and tear' feature adds a layer of depth and strategy by simulating the real-world effects of fatigue and damage on a player's performance. It operates on a play-to-play and game-to-game basis, affecting player stats in certain categories and carrying over to Dynasty and Road to Glory modes.
How has the game's kicking mechanics been changed to reflect realism?
-The kicking mechanics have been overhauled to be more challenging and realistic, reflecting the fact that college kickers often miss field goals, especially short ones. The kicking meter is more difficult to master, and hitting the red section on the meter represents an overkick.
What improvements have been made to the defense gameplay?
-The defense gameplay has been improved with smarter AI, varied behavior for pitch keys, and the removal of Bas alignment. Additionally, disguising coverages has been introduced, allowing for a range of different defensive looks to confuse opponents.
How does the 'revamp passing' feature change the passing game in College Football 25?
-The 'revamp passing' feature gives players almost full control over the trajectory and destination of the ball, allowing for a variety of passing styles and making the passing game more dynamic and realistic.
What is the significance of the 'HomeField Advantage' in the game?
-The 'HomeField Advantage' is a feature that impacts the visiting team with modifiers that affect gameplay due to the home crowd. It includes elements like the stadium pulse meter, which can be pumped up by the player to increase crowd noise and influence the game.
How does the game handle recruiting and the transfer portal?
-Recruiting in the game is a balanced mix of what was seen in previous iterations, with the inclusion of the transfer portal. However, the game does not include the NCAA's NIL (Name, Image, and Likeness) regulations.
What new features have been added to the playbooks in College Football 25?
-The game includes over 1,500 new plays, more than 50 formations, and each team has a specific playbook reflecting their current offensive and defensive trends. There are also new types of trick plays and pass protection schemes.
How does the game handle weather conditions and their impact on gameplay?
-Weather conditions in College Football 25 have a significant impact on gameplay, affecting player movement, passing accuracy, kick power and accuracy, and increasing the chance of drops and fumbles. It also impacts special teams and one-foot sideline catching animations.
What is the 'post play creativity' feature and how does it enhance the game?
-The 'post play creativity' feature allows players to celebrate after scoring or making a big play, with a new celebration system similar to the one in FIFA. It includes a variety of touchdown, interception, and first down celebrations, encouraging players to have fun and express themselves.
Outlines
🎮 College Football 25 Gameplay Experience and Controversial Thoughts
The speaker discusses their experience playing College Football 25, highlighting both positive impressions and areas of concern. They mention a deep dive by EA and a new trailer, as well as their initial apprehension about certain features like x-factor abilities from Madden. However, they found the abilities in College Football 25 to be well-integrated, without guaranteeing specific results, and appreciated the tiered system of bronze, silver, gold, and platinum. The speaker also expresses excitement about the game's realism, the dev team's receptiveness to feedback, and the potential depth added by the abilities tied to player archetypes.
🏈 Developer Passion and Game Features in College Football 25
This paragraph focuses on the passion of the development team and the impact they had on the game's quality. The speaker details how the team's dedication is evident in the game's features, such as the water fountains at Arkansas State and the realistic wear and tear system that simulates fatigue and damage on player performance. They also discuss the strategic depth added by the new kicking meter, the revamped juke moves, and the introduction of specific run styles for different player archetypes. The speaker emphasizes the authenticity and strategy that these features bring to the game.
🛠️ Revamped Game Mechanics and Enhanced Realism in College Football 25
The speaker delves into the changes made to the game's mechanics, such as the option game controls that now mirror real-life exchanges between quarterbacks and running backs. They discuss the addition of varied pitch keys, the ability to fake pitch, and the removal of巴斯alignment in favor of disguising coverages, which allows for more strategic defensive gameplay. The paragraph also covers the new 'revamp passing' feature, which gives players control over the trajectory of passes, and the updated passing meter that affects the accuracy of throws based on the quarterback's attributes and abilities.
🏟️ Stadiums, Atmosphere, and Additional Features in College Football 25
The speaker praises the game's realistic stadiums and atmospheres, noting that there are 150 almost perfect replicas and 134 unique environments. They discuss the 'pre-nap recognition' feature that differentiates the experiences of freshman and senior players and the 'coach abilities' that tie into the Dynasty mode. The speaker also mentions the game's conference customization features, the realistic clock management, and the introduction of the transfer portal in recruiting, although NIL is not included.
📚 In-Depth Game Features and Strategies in College Football 25
This paragraph covers a wide range of in-depth features, including coach vision, home field advantage, and the impact of weather conditions on gameplay. The speaker discusses the new stadium pulse meter, the ability to pump up the crowd, and the effects of harsh weather on player movement and passing accuracy. They also mention the addition of new playbooks, trick plays, and the real-time time coaching feature that enhances CPU gameplay.
🌟 New and Improved Gameplay Elements in College Football 25
The speaker highlights various new gameplay elements, such as the post-play creativity feature borrowed from FIFA, allowing players to celebrate scoring or making big plays. They discuss the new celebration system, the streamlined victory formation process, and the realistic weather conditions that affect gameplay. The speaker also notes the improvements in AI, clock management, and special teams, emphasizing the game's commitment to realism and authenticity.
🚀 Anticipated Features and Future Prospects for College Football 25
In conclusion, the speaker expresses their excitement for the game, noting that while it may not be perfect, it comes close. They mention that there are still many features yet to be revealed and that the development team's dedication and quick response to issues are commendable. The speaker looks forward to playing the game and having a great football season with the community.
Mindmap
Keywords
💡College Football 25
💡X-Factors and Abilities
💡Archetype
💡Wear and Tear
💡Frostbite Engine
💡Road to Glory
💡Dev Team
💡Home Field Advantage
💡Real-Time Time Coaching
💡In the Trenches
💡Post-Play Creativity
Highlights
Recreation of the infamous Mo Bamba false start clip at Penn State, which left the reviewer with chills.
Introduction of 80 new abilities in College Football 25, categorized into physical and mental groups with four tiers: bronze, silver, gold, and platinum.
The abilities system is inspired by player badges from 2K games, adding depth without being game-breaking.
Wear and tear feature simulates real-world effects of fatigue and damage on player performance, affecting gameplay and strategy.
New kicking meter introduced to reflect the difficulty and inaccuracy of college kickers, making field goals more challenging.
Reversal of option game controls to mirror real-life quarterback and running back exchanges, simplifying reads and making RPOs more usable.
Disguising coverages feature added to enhance defensive strategy, allowing secondary to position in various disguised looks.
Revamped passing mechanics with almost full control of throw trajectory, making the passing game more dynamic and realistic.
Implementation of pre-snap recognition features, where senior players see more on the field than freshmen, affecting gameplay experience.
Coach abilities in Dynasty mode, with a massive skill tree offering multiple paths without a clear meta, enhancing strategic depth.
Inclusion of a comprehensive coach vision system, providing detailed pre-play information on player composure, confidence, and abilities.
Return of HomeField Advantage, with a stadium pulse meter and unique effects for each venue, enhancing the authentic college football atmosphere.
Over 150 stadiums replicated in detail, with unique sound and visual elements, contributing to a distinct environment for each game.
Enhanced AI with adaptive coaching, making CPU gameplay more realistic and challenging, especially on higher difficulty levels.
Over 1,500 new plays and more than 50 formations added, with team-specific playbooks reflecting current offensive and defensive trends.
Transcripts
I played college football 25 last week
early at EA and let me tell you I have a
lot of controversial thoughts I'm going
to talk about almost everything that I
experienced which is going to reveal
everything that we know about the game
up to this point and paint the full
picture of what college football 25 is
really like now EA just dropped a
34-page deep dive that's loaded so I'll
be covering that and the new trailer
with gameplay but I also saw and
experienced things that aren't included
one of those was the recreation of the
infamous Mo bomba false start clip at
pen state
during a presentation they showed us a
recreation of that in game and it left
me with chills along with everybody else
in the room so that's when it really hit
me how crazy this game is about to be
don't get me wrong though there's still
some issues that the game has that I'm
not afraid to mention and I'll be
working with EA on some things but they
still want me to have an opinion and
voice my concerns when I was there I was
honest with the dev team about things
that I thought would ruin the game but
they were very receptive of it and one
of the big things that scared me was
x-factors and abilities coming over from
Madden so you can imagine my reaction
when they first mentioned abilities
during their presentation they are in
college football 25 but X factors are
not and the way that they put them in
the game is actually really neat the
first thing I want to point out is
you're never guaranteed a specific
result or animation just based on an
ability so that's big for me and their
blog goes on to say that they're
introducing 80 new abilities the
majority of which are completely new to
the football gaming space again they're
reiterating that they're purely
situational boost and there aren't any
guarantees with them and just that
they're categorized into two different
groups physical and mental which I just
touched on and all of them are further
divided into four tiers bronze silver
gold and platinum if you've if You' ever
played a 2K game my best interpretation
of it is it's just like player badges in
that and I'll get more into my
experience with them but whenever we
played they weren't too overpowered
anyway the most a player can have at any
given time is five physical and three
mental abilities and their aim is to
provide players with increasing depth as
they progress through those tiers you
can go super deep into them as I
continue to break down this blog but the
last thing that I think is important to
mention here is a players's abilities
are solely determined by their archetype
and I really want to make sure that I
reiterate these are not gamebreaking and
they don't guarantee a specific result I
say that over and over because I was
legitimately scared when they first
brought this up until I got to actually
play with it and inside the game you're
going to be able to find a chart like
this if you're curious what all ad
abilities are and what happens at each
different tier I will admit it was a
little bit overwhelming to see when I
first saw it but it's neat and before we
get into anything else I actually want
to break down one of these abilities
this covers the field General one and if
you pause the video you'll be able to
read each of these bullet points if you
really care to but basically from the
lower tiers blitzers are highlighted but
only after the snap and then by the time
you get down to the Platinum tier it
allows you to see a lot more things for
the play what tier of ability a player
has is all determined by what their
stats are and I can't 100% confirm this
but just by talking with one of the devs
it seems like your abilities are decided
by what stat you have in one or two
categories so let's say Travis Hunter is
84 stamina and that puts him in the
silver tier for rku if he gets like 85
stamina maybe he'll move up to gold and
if he clears 90 stamina that'd probably
put him up into Platinum that's how I
understood it and whenever we played the
game it just made the best players play
like the best players out there on the
field but again didn't guarantee a
certain result they've even shown us
what it'll look like in game with this
screenshot right here and there were so
many sick highlights in the Gameplay
trailer featuring different abilities
which are pretty much just like 2K
badges with no guarantees and just make
the best players really feel like it
what's Wild is this is literally just
one of the like 20 different things that
have been revealed I'm going to cover in
this video and this is just a minor
thing but the display over the team
select screen was seriously beautiful
even if they don't have the ESPN
branding and I'm thrilled with how the
score buug looks too it's a unique
design for every team but if you can't
already tell you'll see very soon that
this game is nothing like a Madden
reskin I also told some of the devs that
I was concerned they might play the same
since it is on the same frostbite engine
but again they reassured me very quickly
that the game play is much quicker and
then I got to experience it for myself
and there were so many Breakaway plays
against some of the other guys I played
against I'm pretty sure not the expert
already talked about it on Twitter and
he did in just one quarter he ran for
over 200 yards with Auburn against Dion
Walker in my Kentucky Wildcats defense
but I was able to respond back by
bombing him over the top with Baran
Brown who for Kentucky fans is so so
quick and all of the fast gameplay and
Breakaway plays honestly reminded me of
lot of NCA football 14 I said I'd be
fair though so even though I have been
hyping it up for a bit I'm also going to
mention things like high school not
being in Road to Glory and this got
leaked which sounds like a bummer but
you can still decide what type of
prospect you start with I think the
ranges are from like 65 overall to 79
and we weren't able to hop into this
mode ourselves but once you all see all
the other stuff that is in Road to Glory
that they told us about I think you're
going to be very excited more will come
in the future kind of like this huge
gameplay drop today and one of my
controversial opinions is I don't think
I'm going to miss high school being in
Road to Glory I know that's kind of of a
big part of getting recruited but at
least on NCA football 14 it was really
dull you could have a scholarship offer
at Alabama in like three games even
playing on Heisman and if you wanted to
role play as a recruit that wasn't very
good maybe start as a one star it was
almost impossible to do you would get
scholarship offers no matter what I
understand why people liked it and it
would definitely be cool to see what
they could do with it now in 2024 but
you never know it's something that they
could add to Future releases and there's
a reason that I am so confident whenever
I talk about this game and it's because
I met all of the dev team I think one
thing that gets really overshadowed is
EA brought over people from college
football revamp that built the mod that
I've been playing on my channel for the
last 2 years and they did that just
because they were so passionate about
college football not knowing that it
would lead to this opportunity and let
me tell you they had a huge impact on
this game but I think the best thing
about the entire thing of being at EA
was just seeing the dev team like
grinning ear to ear as we react to
actually playing they were so passionate
and that level of detail and care really
shows whenever you have teams like
Arkansas State's water fountains going
off when they score a touchdown and I
got a little Sidetrack there but I'm
just trying to convey why I know this
game is going to be amazing besides the
fact that I played it and saw it
firsthand seeing the behind the scenes
of what goes into making a video game
especially one that looks as realistic
as the ones they put out was super eye
openening and I'm honestly super
thankful that you all put me in the
position to have that type of
opportunity as well but now we should
talk about wear and tear because this
has another big impact on the game the
feature pretty much just ensures that
every hit matters and not all hits are
created equal it is definitely a brand
new and unique damage system that adds a
whole new layer of depth and strategy to
your gameplay this is very accurate of
what it is and let let's just say it is
designed to simulate the real world
effects of fatigue and damage on a
player's performance and it operates on
a play to-play and game- to game basis
which then carries over to Dynasty and
Road to Glory I even saw an effect in
the few play now games that I hopped
into but basically if your quarterback
has thrown the ball like 40 plus times
in a game and has taken some big hits
don't expect him to be at 100% the
following week in a dynasty and this is
why I need to learn how to slide because
there's subtle gameplay components such
as getting the ball out early and
covering the ball and getting out of
bounds that will really impact how much
damage your player takes before I even
try to describe how it works I feel like
I have to show you all this screenshot
because it really breaks down as you
take damage to each body part you're
going to lose stats in certain
categories and that pretty much sums up
this entire section here as an example
if your quarterback's throwing arm
receives a significant hit you're going
to notice a decrease in your throw power
and accuracy and then the same is true
for your legs it could make you move
slower if you take a lot of big hits
there so you have to be very careful
about the type of situations that you're
putting your players into and it's no
longer just about getting a roll of the
dice on an injury it kind of just builds
up over time and you don't want this
stuff to carry over week to week in
Dynasty or Road to Glory but from my
perspective whenever I played with it in
game it wasn't too game-breaking I would
maybe lose like one or two in a stat
category at a time but I was also very
careful to not take a bunch of huge hits
because I knew this feature was in the
game what's so interesting about it is
recovery has to be a critical part of
the feature as well and you can regain
your health back when you're not on the
field during timeouts at halftime and in
between weeks too another thing is we
have to be cautious of our players
workload because the worse a body part
is is damage the slower it's going to
recover and this is what's going to make
the game so much fun especially in
Dynasty because this encourages
strategic planning and management of all
of your players to ensure the best
performance out of them what's nice is
outside of the quarterback and offensive
line teams are going to substitute
around the fatigue so you don't have to
micromanage it and not that this list of
places that you can find it in means
anything to you all right now but there
are a lot of places to track it in again
when I used it it wasn't anything that's
game-breaking but with these changes
wear and te definitely adds even more
depth to a player's gameplay and
hopefully you all are starting to
realize all these new things that they
have added to separate this game
gameplay-wise from the Madden game
besides it just being faster and having
a bunch of different animations I'd also
like to mention that with wear and tear
involved they also had to overhaul
fatigue and their main goal with it was
to make it more realistic to snap counts
at the college level for example let's
say a running back gets three
consecutive carries for positive yards
you're going to notice them huffing and
puffing in the pre-play clip and then on
the next carry they're probably going to
come out of the game but because of how
they've redone the fatigue you're only
going to sit out for most likely a
single play that's really big because on
NCA football 14 you would have your
players Auto sub out whenever they got
too fatigued but sometimes they'd missed
like three four plays in a row and I
know I'm probably going to say this a
ton in the video but I really like the
display that they have in this game
especially from the play calling screen
which is like your command center but
before we get into the next big Edition
I also want to just say I didn't hear a
single thing about Ultimate Team the
entire time that I was there take that
as you will and the menus were also very
quick and responsive I was concerned
about this I voiced my concerns to the
dev team because of previous experience
on another football game and the menus
were actually really good you're
probably starting to see I went in a
little bit scared and I've come out so
pumped up and amped up for this game
because of how happy I am with what I
played on it's so nuts though because
all of the features are just going to
keep on adding up another neat thing
that they added was they changed the
kicking from NCA football 14 and it
makes sense because College kickers are
not good and they miss a lot of field
goals especially short ones being able
to drill 63 yarders whenever you want on
NCA football 14 with no issues was not
realistic so that's why you'll see that
they have completely overhauled the
kicking meter here it's genuinely
difficult I didn't hit a perfect kicked
once and I played for hours I know the
kicking things a smaller detail than
some of the previous things I've listed
but it was something that really caught
me off guard and I was glad that they
nailed because they wanted it to be
realistic if you're super curious about
how it works you can always read this
entire post I'm not going to go through
every single thing but the one thing I
do want to also point out is hitting in
the red represents an over KCK and you
don't want to do that because that can
mess you up so that was something new
that they added to the game but one
thing they did back from NCA football 14
at least in my opinion was the Juke
moves I personally didn't get great at
them on the new game yet but I did watch
good game bro put in some nasty work on
the sticks and stuff like the spin move
isn't slow or lethargic in this title
it's actually really quick and tight now
it's something that's a lot easier to
show than tell so I'm sure even though
they didn't go in depth on it in this
article they're going to do that
whenever they show the gameplay so have
fun exploring that and shout out to EA
for adding another sick edition I'll
also say one thing I didn't notice was
they said that they introduced all new
specific run styles for different
archetypes in the game and I just didn't
pay attention to it but it's also a
small detail that I wasn't searching for
and I'm sure if you are paying attention
you could definitely notice I mean I'm
not just going to sit here and lie to
you all and be like it was amazing I
genuinely did not see it but of course
it's going to provide a more in-depth
and personalized gaming experience so
that's a good thing that they put in now
one of the Staples of college football
is definitely the option game and it
really threw me off at first because
they reversed the controls from 14 with
it but they made it much more realistic
basically to keep it simple the first
thing that they did was make the mechan
miror the real life quarterback and
running back exchange which it didn't do
in 14 so just like in an actual game the
quarterback's going to place the ball in
the running back's belly with the intent
that he's going to hand it off to him
but if the read key comes down he's
going to have to pull the ball by
pressing an X key on 14 if you wanted to
give it to the running back you'd have
to hit that button but now if you want
to keep it you have to hit that button
and I like that it's going to simplify
our reads while also making rpos which
we're not very used to from 14 much more
usable they've added a lot of controls
so you can change in lifetime what you
want to do and then this is another
little tweak that I didn't expect them
to mention but you can have different
pitches whenever running the option just
so there's more depth to the gameplay
holding down L1 or lb will result in a
strong pitch while a quick tap will be a
swift pitch and there is a difference
between the two the quick tap one is
pretty much just useful for tight spots
but it might not hit the pitch back in
stride and then if you hold down the
button for a strong pitch you'll want to
do that when there's ample space between
you and the approaching Defender which
does require a little bit more time but
it also offers precise accuracy and
veloc vity fake pitching is even back
activated by double tapping L1 or lb
which I didn't even know you could do in
previous titles and everything that
they've added has just been to refine
the gameplay and make it a lot more
smoother and enjoyable to run stuff like
the option we'd even get a little bit of
it in the Gameplay trailer but it's hard
to get a feel for how it plays when you
watch it and as somebody that didn't
enjoy recent Madden gamep plays I really
enjoyed the gameplay on this game so
take that as you will it's not just
offense that has gotten some upgrades
though the defense has also seen some
different changes and this is pretty
similar to 14 where there's just a read
key that determines what you do on the
option whether or not you crash or stay
at home but the computer is so smart now
that when on the wide hash marks they're
going to react differently than whenever
the offense is close to a first down or
something else pitch keys also have more
varied Behavior which is definitely
needed with the ability to Bluff whether
they're playing the quarterback or the
running back and I definitely noticed
that when I played the game it wasn't as
easy to just know 100% what the right
move to make was now I've already said I
struggled to run the option because it
confused me so much the new controls
with them reversing them so I didn't run
for 200 yards like not the expert did
versus me but I did figure things out
eventually for all of you that play this
game a little bit more competitively you
will notice that they have removed Bas
alignment which never worked greatly but
now they've added disguising coverages
which is a super cool feature this is
something I wish I had a screenshot of
but you just have to visualize it and of
course whenever you're on the field
there is a button that would allow you
to command your secondary to position in
the range of so many different disguised
looks and they can range from a high
pressure cover zero Blitz all the way to
a backed off cover four look this is
something I wish I tried more of when
whenever I was playing the game but we
were just so excited to witness all the
atmospheres the new features the
gameplay and disguising coverages will
be a great way to confuse your friends
in online dynasties I'm not shutting up
anytime soon either there's so many more
features including something that's
called revamp passing and this was
something that took me a while to figure
out this is just a very long way of
saying you have almost full control of
where the ball goes what the trajectory
is and this is a new feature that really
overhauled all of their passing
trajectory so you're going to see stuff
you've never seen in a football game
before when I was throwing up deep bombs
to Barry and brown sometimes it felt
like the ball was lofted in the air for
like 10 seconds and if I put a little
more power on it it got there a little
bit quicker with a lot lower trajectory
it's kind of funny though because if you
tap it super lightly you could throw a
slant across the field that just floats
in the air forever and throw power no
longer refers to the distance of the
throw but how hard you can throw it
which changes things too depending on
what quarterback you use what is throw
power is how you're throwing the ball
with him those balls are going to travel
way different than others and as wide
open as the gameplay felt at times it's
also important to maintain balance so
for years they did mention that players
could just hold a bullet pass with
little to no consequences but that's
where this passing meter changes things
the distance of the throw and the
quarterback's attributes and abilities
will all affect the accuracy of a pass
and before I really take a dive into it
you're going to take a look at this
screenshot and see that meter what you
really want to avoid is that red section
there's going to be three colors on the
screen the sizes of the sections all
depend on like the same things I just
mentioned your attributes your abilities
throwing distance and other factors and
there's so much more from that but
landing in the blue is what increases
the chances of a safe accurate ball
while Landing in the yellow could mean
more uncertainty from your ideal Target
like I said though you do not want to
get into that red category and
quarterbacks with weaker arms or lower
throw accuracy ratings will have larger
red sections it's not different from
real life trying to push the ball
downfield consistently with a
quarterback who has a weak arm is just
not a great move I think once you all
get this down you're going to really
enjoy it I did but it took me a while to
figure it out and they also even
mentioned that they've updated the pump
fake mechanic but never in my life have
tried to use a pump fake mechanic in a
video game so I'm just going to ignore
that section I don't think it would ever
actually work to fool the defense
because the computer knows exactly what
you're doing but maybe it will do
something and I probably should have
tried it when I had the game if you
thought all the features were done
though there is still a ton more and
when they started listing all of these
off during our presentation at EA in the
most respectful way possible I thought
they were never going to stop talking it
just kept going but it was also super
exciting that level of detail and new
features can be seen across the entire
game and I think the stadiums are
perfect example there's like 150 of them
that are almost perfect replicas and
it's not just visually but soundwise too
every single time you played a different
place you feel like you're in a
completely different environment and
even though this college game is going
to sell less copies than Madden it's
going to sell less copies than the
soccer series FC EA's put more stadiums
in this game than any of their other
titles that I'm aware of I mean Madden
has like 30 something FC has 60 but they
went above and beyond you all will see
more of it as more things get released
and really nailed all 134 atmospheres I
think when stuff looks this good this
realistic it's hard to not just sit here
in amazement at what the dev team pulled
off in a few years and the level of
detail is just going to continue to get
deeper with the next one being the
pre-nap recognition features basically
just to sum all of this up a senior will
see things on the field that a freshman
wouldn't and they'll also experience
different environments in different ways
as you can see that they have brought
back something similar to the hot and
cold system with the confidence and
composure experience would obviously
play a huge role in this feature and a
freshman is going to have more volatile
swings compared to a season SC but to be
honest in my short time playing this is
another thing I didn't notice much of
because I wasn't searching for it as
crowd level increases though I
definitely could see this being
something that has an impact on certain
players especially in a dynasty but it
was also balanced enough to where it
wouldn't obnoxiously stand out like 90%
of the time which I think is a good
thing those rare moments for an away
team on a third and 15 with the crowd
roaring need to be special and plays
like that are going to be where you're
able to notice some of these more
in-depth features as I'm saying that it
continues to touch on the exact same
thing I was talking about like a rivalry
match and not only do events such as
scoring touchdowns lift the morale of
potentially your entire team but also
it's going to have a stat boost to some
of your players for example a scrambling
quarterback is going to have improved
ball security while a field General is
going to benefit from improved throw
accuracy If your player starts to cook
this is something you'll be able to
track through certain coach Vision
things that we'll touch more on later
and there's honestly so many things
going on behind the scenes with this
gameplay determining outcomes that you
would never think about whenever you
played NCA football 14 you could just
have a freshman do the exact same same
thing as a senior and it's not just a
marketing playy whenever they say all 22
players on the field feel very
differently than each other whenever I
played you could definitely notice the
big difference between the stars and
then the guys that aren't that good you
can feel the difference too and this is
just another spot where abilities
especially the mental ones can come into
play it's all starting to become
connected and then as you continue to
read you'll notice that coach abilities
are also in the game which ties into
Dynasty that I can't touch much on right
now but I'm going to speedrun everything
that's already been leaked we already
know that you can have up to 32 team
leagues in both online and offline and
those dynasties can go up to 30 years in
the future which is honestly plenty I
don't mind that they cut it down from 60
I never got past 20 whenever I was
playing but if you're going to be upset
over anything it's probably the fact
that there's not going to be crossplay
in online dynasty and they could always
add it in the future like they did with
Madden's connected franchise but I'd
rather them just make sure at least
whenever this game launches things
aren't broken I'll also say all the
conference customization features that
were in 14's Dynasty mode are in this
one too even going a little bit deeper
and you can start a dynasty as either a
head coach or an offensive or defensive
coordinator there's also a massive coach
skill tree that when I talked to the
devs they told me that there was no Meda
to it and there's a bunch of different
paths that you could take but no matter
what you do it's really hard to unlock
everything and you can fire or hire
coordinators in Dynasty which you
couldn't do on 14 they've also coded the
non-conference schedules to accurately
generate all the way up to 2032 but you
can change those games if you want and
they pretty much just want Dynasty mode
to be a Sandbox for us I'm so excited to
go deeper into all of that in the future
but for now I can't I have to dance
around the stuff that's already been put
out so so I will just say recruiting is
like a balanced mix of what 11 and 14
have the transfer portal is in there too
but nil is not and even if the NCAA
can't understand nil how on Earth is a
Dev team supposed to code that in
especially when it's changed so much
over the last 2 years I wasn't expecting
it but what might be a disappointment is
you can't export your draft classes from
the college game over to Madden but they
made up for it because you can take your
Road to Glory player over to Madden
there's a lot of great things that come
with real players being in the game but
the downside with that is they don't
have the rights to use those same
college players in Madden so that's
that's why you can't export draft
classes EA is trying to let us customize
as much as they can which is very
obvious as they brought back team
builder for dynasty which really gets me
excited and we'll know a lot more about
that plus all of the other game modes
the closer we get to release which trust
me is worth the wait with the speedrun
of stuff that's already been leaked out
of the way though back to the stuff we
got gameplay and a huge article on and
one of those is coach Vision that covers
a ton of different things basically it's
just a way to see things pre-play like
this is what the composure and
confidence screen looks like and then
there's also a wear and tear one which
is a complet different look than what
this is back to composure and confidence
though the red bars mean your players
are getting hot which is good and then
the blue bars mean your players are
getting cold which is not then there's
the ability screen which allows you to
see all the abilities for players on
both sides of the ball but this is one
of the few things that I will criticize
it's a little bit confusing if you don't
know what all those logos mean the only
reason that's not a big issue is these
abilities aren't guarantees that things
will happen it's pretty much just on
there because they have a certain stat
that's really high so it is what it is
and then there's the matchup thing that
they brought back from 14 but the
display is so so much better it's also
nuts that I've made it this far in the
video and we still hadn't touched on
HomeField Advantage yet now I think
there would have been some riots if they
didn't bring this back but I've already
alluded to how difficult it is to play
at certain stadiums like going to Penn
State with them blasting mooma whenever
they recreated it it literally gave me
chills I already told you all that but
all the modifiers that they mention in
this article of things you might
experience because of the home crowd is
nothing new we already saw that in their
first drop and if there's anything that
you're going to pick up on here all the
previous features that I've mentioned
just work really well together in
harmony their main goal was to recreate
the college environment and I think they
nailed it but what you all might really
like is they brought back the stadium
pulse meter from NCA football 06 and
that's the first college football game I
remember playing as a kid just like back
then now if you hit your right stick
you're going to be able to pump up the
crowd making them even louder and of
course they just want to make sure that
you know all the HomeField Advantage
effects are only going to impact the
visiting team clearly this next feature
though is probably going to make a lot
of Madden players upset because if you
look at the hot routes on this screen
you'll see that you can put any route
that you want out there on the field no
matter who the QB is yes that even
includes the halfback angle route every
single time and I definitely abused it
but there is a counter that I learned to
it very quickly and that is the home
crowd whenever I played not the expert I
was Kentucky he was Auburn he had the
home field advantage and because Barry
and brown is so quick I was trying to
hot route him onto a streak on every
single play but whenever it got super
loud it wouldn't actually put the hot
route in the game if he was originally
going to run a slant he'd still run a
slant it was like he couldn't hear me
telling him to run the new route so your
initial play call still matters Ms you
can't just change your routes all the
time and that's why I don't think this
is too overpowered I also wish I could
say that I tried the new bang 8 route
but I didn't even notice that was in the
game but I did figure out how to use the
new custom stms hot route which is just
a new feature that allows you to adjust
the distance of a receiver's route so
you could make a comeback route a lot
deeper or a lot shorter this was
actually a really neat feature because
now you can make a wide receiver run
wherever you want him to on the field
and then on the defensive side of things
there is also a risk factor associated
with run commit that has been toned down
in previous games you were pretty much
guaranteed to give up a touchdown if you
guessed wrong but now on this title
instead there is a penalty but the
mechanics only going to affect the
players positioned in the box that means
when you run commit your DBS aren't just
going to be beaming for the Back Field
they're still going to play coverage on
their guy and just for Madden players
sake I'm really hoping some of these new
features get carried over to that game
as well my thought process is if they
can add it to one and it works well then
they can probably implement it into
another and if this game is a reskin of
anything I almost want to say it's just
a reskin of all the best things that
they could pull out of any sports game
over the last 20 years there's so many
things that have come from different
types of titles that they've moved over
to this college game and I don't know
for 100% certainty but this new Switch
stick thing whenever you're changing
players on defense could have come from
another title too basically The quick
summary of this is if you get stuck on
like your defensive linemen you can just
quickly flick the right stick and then
move up to your linebacker but as nice
of an addition as this was I am so used
to how I've played games in the past
that I didn't even use it on the college
game once I get past breaking my muscle
memory I'm sure I'm going to appreciate
the fact that it's in there but I can
only say so so much because I wasn't
able to effectively use it in the few
hours I played also at this point I
can't believe that I'm still going but
there's another 12 pages and there's so
many more things to cover it's just nuts
how much they've added especially to the
gameplay there's over 1,500 new plays
more than 50 formations and then each
team is going to obviously have a very
specific team Playbook that's going to
reflect their current offensive and
defensive Trends which I just used
Kentucky but it did look accurate and
they're all based on a variety of play
Styles such as the air raid multiple
pistol kind of like what you on NCA
football 14 I'll definitely say they're
more unique though and there is a new
type of trick play that I did run once
just not effectively the problem with
trying things for the first time is you
don't exactly know what to expect so I
kind of messed some things up but there
are so many neat things especially in
all the different playbooks including
the addition of trick plays like the
double pass reverse reverse pass you
know all the good stuff if you're a
super nerd like me you're going to read
through this entire article and see all
the little bits and pieces that they
talked about but at the end of the day
it's more something that you have to see
with the actual gameplay and not just
off of screenshots and words I haven't
touched on the defensive playbooks yet
though and there are some new formations
that definitely weren't 14 they might
have been Madden but I've never even
heard of the 335 tip there's a lot more
variety even on that side of the ball so
I'm excited to dive into all of that too
but all of the features at this point
are never ending they've included now
two different types of no huddle with a
turbo Tempo type that they also have in
here and with just the basic no huddle
Tempo players rush back to the line
offering the traditional Tempo option on
y triangle which they did make more
realistic you can audible to other plays
in that same formation but you can't
just select from an array of them when
you know huddle as for the turbo Tempo
that I didn't even know was in the game
there was so much they've added they
didn't even cover this in the
presentation but apparently you are just
trading the ability to hot route an
audible at the line of scrimmage for the
advantage of the defense not being set
and this would have been such a cool
feature to use if I knew it was there it
even makes the defensive line being
slower this is how I would have won
games and of course if you want to
Define one of these as your main play
style you're going to be able to change
that on the play calling screen kind of
like you can do in Madden just by taking
a look at this screenshot my assumption
is it's going to be in coach adjustments
but there's just so much depth to this
game and of course the AI is going to
replicate whatever the school does in
real life I'm going to be really
interested to see how everything plays
out though because of the new AI the
clock Management's not going to be
completely broken like it was on 14
which makes some of the tournaments
interesting and it also says in
situations where players or the AI are
about to audible players will glance
towards the sideline looking at the play
caller holders and if the defense is
caught looking to the sideline they will
be slower to get off the ball this
screenshot right here kind of captures
it you can see multiple Georgia players
looking over to the sideline and by the
way there's been so many things that I
didn't even have a chance to mention the
scoreboard I don't care that there's no
ESPN presentation on it it still looks
incredible okay now that we got that out
of the way we're getting into even more
features that I didn't experience
there's just so much depth to this game
and it's kind of fun that even though I
played it I'm finding out more and more
things that I didn't even know existed
because they didn't have enough time to
talk about all of it it says making a
debut in this year's Edition the real
time time coaching feature is an
Adaptive coaching engine designed to
authentically enhance both offensive and
defensive CPU gameplay okay I don't even
think I need to read all this it's
probably just the computer being a
little bit more aggressive in the right
situations just being Smarter with the
AI and apparently they can make exact
adjustments just like the user might do
in an online game against somebody else
this is just one of the numerous reasons
that I'm probably going to struggle
playing on Heisman for a very long time
and the more that I read about this
defensive AI the more I realize why I
was struggling when I wasn't playing on
the hardest difficulty when I got to
touch the game all of that's probably
boring to most of you but if you want to
pause you can read it all it's just
really cool to see the implementation of
this foundational feature that's going
to make the game so much more realistic
and now we have a section called in the
trenches all the features that have been
mentioned above are great but we know
that championships are one in the
trenches this is actually a really cool
feature I'm excited to talk about this
one I'm glad that they mentioned it
because like this article says if your
offensive line can't hold up nothing
else matters and that's why if you're
somebody playing like a South Alabama
versus Michigan you're really going to
struggle because of how lopsided it is
whenever I played on NCA football 14 I
feel like I could go in with any team
and probably put up a decent fight but
on this game if I'm like all right
Eastern Michigan time to go see if we
can win at Penn State white out game I'm
going to lose by 50 the reason for that
is some of the stuff that they've
mentioned here but they also want to
talk about one of their new pass
protection schemes and I'm super glad
that they added this because it allows
you to see who your blockers are going
to pick up and who might be a free
rusher we've now gotten into the meat of
this article as we're talking about
there being 400 new animations for
blocking but but I can vouch for it the
pass rushers definitely had a lot more
animations I'd never seen before and
they looked incredible there was a bunch
of stuff that I would have never seen in
a Madden game and at this point I just
want you all to get your hands on it
like I was able to because it was just
incredible I think through all the depth
in this article and also by seeing
gameplay today you all are starting to
realize why I've been so hyped up about
this and we all know that on NCA
football 14 the weather would drive me
absolutely nuts but it is even worse on
this game now I can't say I experienced
it because I didn't have enough time to
test it out didn't play any games in the
rain or the snow but of course with
harsh weather conditions that's going to
affect the movement of our players and
it's going to be challenging to plant
and cut in these conditions the passing
game's going to take a considerable
impact which even happened on 14 but you
could at least plant there wouldn't be
many issues with that and not only are
you going to drop passes a lot easier
but you're going to know wobbly passes
impacted pass accuracy and throw power
with some other things happening too of
course there's my favorite thing the
chance of increased drops and fumbles
are going to rise but this all makes
sense it's very realistic it just drives
me insane when it happens to me I could
be more cautious though and whenever
handling the ball use RB or R1 to cover
it up and I think they've outdone
themselves whenever it comes to the
weather it's also going to impact our
special teams you're going to feel the
hits to your kick power and accuracy and
it's going to be hard to kick in heavy
rain or snow I wanted special teams to
be a challenging task that's what they
did I struggled whenever using it and
again and again they are just nailing
realism after realism to make this game
feel like an authentic college football
experience there's also the little
things like you could notice in the
trailer one foot sideline catching
animations because of course in the NFL
it's 2 feet and half of this stuff is
new to me or stuff that I would just
never notice there's going to be
different defensive Pursuits but then
there's also playmaker which they never
mentioned I'm pretty sure that comes
over from Madden just to kind of have
any route happen from a failed one and
this is important play action whenever
it's called in a run situation like a
first down or less than three yards to
first down it's going to affect the
defense they're just reiterating again
and again that they're going to nail the
realism but we are still not done ladies
and gentlemen one of the fun features
that they brought over from the FIFA at
least in my opinion was the post playay
creativity in our hands they want us to
celebrate every time you score or make a
big play and there's a whole new
celebration system that works like the
FIFA game from a variety of 20 different
touchdown celebrations four interception
celebrations and first down ones at two
I didn't know the exact buttons to hit
whenever I was using them but I did do
the Heisman pose accidentally at one
point which was neat and they kind of
want you all to just have fun exploring
all the options testing them out but if
you're curious about how to do a certain
one you can check that out in the menu
screen as for victory formation we all
know that feeling a pivotal run on third
or fourth and short the posing team is
out of timeouts and our running back
just gets enough to seal the game as
long as football has existed after this
game clinching moment you've had to sit
under Center for 30 plus seconds just to
take three consecutive kneel Downs well
they're happy to say those days are over
and as soon as the game is
mathematically done just take a knee
players will come onto the field and
will simulate the following kneel Downs
that is actually really sick I didn't
even notice that whenever I beat
Louisville with Kentucky I used knees
but this happens in real life there will
be like 15 seconds left on the clock
they'll take the knee and players will
start walking out onto the field that is
such a cool feature I feel like this is
the level of detail that people were
begging for this does not feel anything
like Madden hopefully you all are really
starting to capture that and just like
that the blog post has come to an end
the level of dedication and commitment
from our team in delivering this makes
me proud and fortunate to be a part of
it again all the devs I met were amazing
and if you all want to read all this I'd
highly recommend it this was their game
we stand by that they are on our side
they want us to have a great product
literally everybody on that college team
at EA is awesome including Scott who was
able to write this article and as I was
filming this a tweet started getting
round about some minor issues with the
Red River Showdown within an hour though
somebody at EA told me it was already
fixed and that's exactly what you want
out of a Dev team so I promise I'm not
overhyping them and I'll just be saying
more stuff about the game on Twitter
than I can put into a video in
conclusion college football 25 was never
going to be perfect but I feel like they
got super close to it and there's still
a lot of stuff that hasn't come out yet
that you'll see in the future I can't
say anything about it yet but it makes
it very hard for me to play n CA
Football 14 so I'm sure you can see the
excitement on my face ready for this new
game again thank you all so much for
putting me in the position that you have
and I'm ready to have a great football
season with all of you
5.0 / 5 (0 votes)
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