I Played College Football 25 Early! Let's Talk Gameplay!

EricRayweather
29 May 202417:07

Summary

TLDRIn this video, the presenter shares early gameplay insights of EA Sports College Football 25, emphasizing its distinct feel from Madden. The game offers a faster-paced experience, with new animations and a unique passing system that enhances the overall play. The presenter highlights the game's strategic depth, including a wear and tear system and home field advantage that significantly impact gameplay. While unable to delve into specific game modes, the presenter assures that EA Sports College Football 25 will not disappoint, promising more detailed information soon.

Takeaways

  • 🎮 The game 'EA Sports College Football' is distinct from 'Madden', with a faster pace and more responsive gameplay.
  • 🏈 The game features a 'Campus IQ' system that introduces new gameplay mechanics, emphasizing strategic team management on the field.
  • 🔍 Player ratings fluctuate throughout the game, adding a layer of realism and requiring players to adapt their strategies accordingly.
  • 🏈 New in-game passing mechanics have been introduced, which are different from those in Madden and are considered an improvement.
  • 📚 playbooks and plays are designed to reflect real-life college football strategies, with options and RPOs being particularly powerful.
  • 👎 The ball carrier moves may not be as powerful as expected, but the left stick controls are responsive, allowing for manual maneuvers.
  • 🏃‍♂ Tackling and hit sticks are challenging, requiring precision due to the game's fast pace, which may be an adjustment for some players.
  • ⚡ The game showcases the power of top-tier athletes, with players like Jaylen Milroe demonstrating quick acceleration and agility.
  • 💥 The wear and tear system is a significant feature, requiring players to manage their team's health and fatigue to avoid injuries.
  • 🎉 Home field advantage plays a crucial role, affecting gameplay with crowd noise and other factors that can rattle the visiting team.
  • 👀 The game includes composure levels for players, which can be influenced by various factors, adding another layer of depth to team management.

Q & A

  • What is the main focus of the video?

    -The main focus of the video is to share early gameplay details, impressions, and provide information about EA Sports college football, 25.

  • What is the current status of the game's information release?

    -The presenter was able to play the game early and share some details, but specific features and game modes are yet to be officially released by EA.

  • What should viewers do to not miss out on further information?

    -Viewers should subscribe to the channel and turn on the Bell icon to receive updates, including official gameplay footage from both the presenter and EA Sports.

  • What is the presenter's assurance regarding the game modes and immersion?

    -The presenter assures that if viewers are worried about the game modes and immersion not being on par with past NCAA games or Madden, they should not worry as the game developers have 'cooked' it well.

  • How does the gameplay of EA Sports college football, 25 differ from Madden?

    -The gameplay is faster, more responsive, and does not feel like Madden. It is designed to mimic the high-powered offenses and wide-open, fast-paced nature of college football.

  • What is the 'Campus IQ' feature?

    -Campus IQ is a feature set that EA is introducing this year with college football, which changes the way players manage their team on the field in unique ways.

  • How does the wear and tear system in the game affect gameplay?

    -The wear and tear system affects gameplay by making players manage their players' health, limit fatigue, assess the risk of injury, and use strategic substitutions to ensure players are at their best when it counts.

  • What is the significance of the 'home field advantage' in the game?

    -Home field advantage in the game alters the road game composure and confidence level, affecting gameplay through distractions like screen shaking, missing pre-play icons, and moving play art.

  • What is the current critique the presenter has about the game?

    -The presenter's current critique is about the ball carrier moves not feeling as powerful as they could be, and the frequency of broken tackles being a bit too high.

  • What is the presenter's overall impression of EA Sports college football, 25?

    -The presenter's overall impression is very positive, describing the game as electric and fun, and assuring that it is not just Madden with college teams but a unique and enjoyable experience.

Outlines

00:00

🎮 Early Access to EA Sports College Football Gameplay

The speaker discusses their early access to EA Sports College Football 25, sharing initial gameplay impressions and promising further details. They were invited to EA's studios to experience the game early and provide insights to their audience. The speaker highlights the game's speed, distinguishing it from Madden, and assures viewers that it captures the unique feel of college football. They also mention upcoming detailed announcements about game modes like Dynasty and Road to Glory, which they are currently unable to discuss due to EA's restrictions. The speaker's experience suggests that the game will meet the expectations of fans who are looking for an immersive and differentiated experience from the Madden series.

05:02

🏈 Distinctive Gameplay and New Mechanics in College Football

This paragraph delves into the specifics of the gameplay, emphasizing the differences from Madden. The speaker discusses 'Campus IQ', a new feature set that introduces dynamic player ratings and in-game passing mechanics, enhancing the strategic depth of the game. They mention the game's playbooks and plays, which are designed to reflect real-life college football strategies, and express their satisfaction with the game's responsiveness and the introduction of new animations. However, they also point out some concerns regarding the ball carrier moves and the challenge of tackling in the fast-paced game. The speaker also highlights the game's difficulty in making tackles and hit sticks, which adds a layer of realism and challenge to the gameplay.

10:03

💚 Speed, Agility, and the Impact of Player Attributes in Gameplay

The speaker talks about the impact of player attributes on gameplay, particularly the speed and agility of top athletes like Jaylen Milro from Alabama. They describe how these attributes make a significant difference in the game, making it harder for less skilled players to tackle high-scoring athletes. The paragraph also covers the quarterback's scrambling abilities and the importance of the offensive line in creating opportunities for big plays. The speaker notes the frequency of broken tackles and the potential need for balancing this aspect of the game. They also discuss EA's mention of a 'wear and tear system' that affects player health and performance, requiring strategic substitutions to manage player fatigue and avoid injuries.

15:04

🏟 Home Field Advantage and Game Atmosphere Enhancements

In this paragraph, the speaker addresses the enhancements related to home field advantage and game atmosphere. They discuss the impact of crowd noise and composure on gameplay, as well as the return of the loudness meter from previous games. The speaker also mentions the new 'wear and tear system' and how it adds a layer of strategy to managing players throughout a game. They highlight the importance of monitoring and managing team health and performance, which is a significant departure from the Madden series. The speaker concludes by emphasizing the game's electric and fun atmosphere, suggesting that it will meet and possibly exceed the expectations of fans of the old NCAA games.

Mindmap

Keywords

💡EA Sports College Football

EA Sports College Football refers to a series of American football video games published by Electronic Arts, focusing on college-level teams rather than professional ones. In the video's context, it's the main subject, with the speaker discussing an early playtest experience and gameplay details of the upcoming installment, 'College Football 25'.

💡Gameplay

Gameplay refers to the rules and interactions within a video game that contribute to how the game is played. In the video script, the term is used to describe the speaker's experience and impressions of how EA Sports College Football 25 plays, including its speed, responsiveness, and unique mechanics compared to Madden.

💡Campus IQ

Campus IQ is a feature set introduced in the new EA Sports College Football game. It represents various gameplay elements and mechanics that are designed to enhance the college football experience. The script mentions that Campus IQ includes features like fluctuating player ratings and new in-game passing mechanics, which aim to make the game more dynamic and reflective of real college football.

💡Wear and Tear System

The Wear and Tear System is a new feature in EA Sports College Football 25 that simulates player fatigue and potential for injury based on the hits they take during the game. It requires players to manage their team's health and substitutions strategically to keep their players in top condition. This system adds a layer of realism and strategy to the gameplay that differentiates it from Madden.

💡Home Field Advantage

Home Field Advantage in the context of the video refers to the benefits a team receives when playing in their own stadium, which can affect the game's outcome. The script mentions that EA Sports College Football 25 includes game-altering home field advantages that can rattle rival teams, making it a more immersive and realistic simulation of college football.

💡Composure

Composure, in the video, is a gameplay element that affects how well players perform under pressure, particularly when playing away from their home field. It ties into the home field advantage concept and adds another layer of strategy, as players' ratings can fluctuate based on their composure levels during the game.

💡Toughest Places to Play

Toughest Places to Play refers to a feature in EA Sports College Football 25 that identifies and simulates the most challenging environments for visiting teams in college football. The script mentions that the game will have a list of these venues, which are known for their intense atmosphere and impact on the game's dynamics.

💡Game Modes

Game Modes in video games, including EA Sports College Football 25, refer to different ways to play the game, each with its own set of rules and objectives. The script mentions that while the speaker cannot delve into specifics yet, EA will be releasing news about the game modes soon, and they assure that they will be immersive and on par with past NCAA games.

💡Animations

Animations in video games are the visual representations of movements and actions performed by characters. The script discusses the presence of new animations in EA Sports College Football 25, which contribute to the game's unique feel and differentiate it from Madden, even though they share the same engine.

💡Playbooks

Playbooks in the context of American football video games are collections of strategies, plays, and tactics used by teams. The script mentions that EA Sports College Football 25 will feature playbooks that reflect real-life college football team strategies, adding to the game's authenticity.

💡Subscribers

Subscribers in the context of the video refer to the followers or members of the speaker's channel. The speaker mentions a goal of reaching 600k subscribers before the game's release and encourages viewers to subscribe and turn on notifications to receive updates about EA Sports College Football 25.

Highlights

Early access to EA Sports college football 25 gameplay details.

Game is faster than Madden, with a unique feel reminiscent of old NCAA games.

Developers claim the game is about 30% faster than Madden, emphasizing high-powered college offenses.

New animations, including one-foot inbound catches, differentiate it from Madden.

Campus IQ introduces new gameplay mechanics requiring team management on the field.

Player ratings fluctuate throughout the game, affecting gameplay strategy.

New in-game passing mechanics offer a different experience from Madden.

Playbooks and plays reflect real-life college football strategies.

Ball carrier moves may not be as powerful as expected, but left stick controls are responsive.

Tackling and hit sticks are challenging due to the game's speed.

Highly-rated athletes like Jaylen Milro have a noticeable impact on gameplay.

Wear and tear system requires strategic player management to avoid injuries.

Home field advantage features game-altering effects, impacting road game composure.

Composure levels of players are affected by various factors, including crowd noise.

Toughest places to play feature synchronized crowd chants and real game day audio.

Game promises an electric and fun experience, setting it apart from Madden.

Extensive details and features cater to fans' expectations, building excitement for the game's release.

Transcripts

00:00

I got to play EA Sports college football

00:02

25 early and in this video I'm going to

00:04

share some gameplay details I'm going to

00:06

let you know how the game's playing and

00:07

I'll let you know when you can expect

00:09

even more information EA brought me down

00:11

to the studios last week to get my hands

00:13

on the game early so that I could get

00:14

this information to you guys and if

00:16

you're new to the channel and you don't

00:17

want to miss out on any of that further

00:18

information from both myself and EA

00:20

Sports including official gameplay

00:22

footage make sure to subscribe and turn

00:23

the Bell icon on so you don't miss any

00:25

of those videos trying to get to 600k

00:27

Subs before the release of this game and

00:28

if everybody watching just sub subcribed

00:30

we could hit that number in a few days

00:32

so let me first start by saying what I

00:33

can talk about and what I can't talk

00:36

about so what I can talk about is my

00:38

experience playing the game I can kind

00:40

of tell you what the game play is

00:41

feeling like I can dive a little bit

00:42

deeper on some of the official features

00:44

that EA is already released but I can't

00:47

go into certain specific details or

00:49

features about things that EA has not

00:51

released yet I also can't really talk

00:53

about game mode yet is EA is going to be

00:54

releasing news on that very soon and

00:56

when they do then I can dive deeper on

00:58

those specific things but what I can say

01:00

before we get into all of that is expect

01:02

some big gameplay stuff tomorrow that's

01:05

going to be a really big day I'm going

01:06

to talk about gameplay in this video but

01:08

there's going to be way more detail

01:09

coming tomorrow that I can really dive

01:11

into and in terms of game modes and

01:13

presentation things like Dynasty mode

01:15

Road to Glory and all that stuff while I

01:17

can't dive deep into those specific

01:19

things today because EA said that they

01:21

don't want us talking about that until

01:22

they officially release that news

01:24

themselves in the coming weeks what I

01:26

can say is this while not disclosing

01:29

specific features and things like that

01:31

if you are worried about the game modes

01:34

and the immersion and the presentation

01:37

being on the same level that Madden has

01:39

been on the last few years or if you're

01:41

worried about those things not being as

01:43

good or better as the old NCAA games if

01:46

you're worried about all of those things

01:48

not delivering what I would say is don't

01:51

worry they cooked and I wish I could

01:53

dive deep into some of those specific

01:54

things today but I will be able to very

01:56

soon but just know if you're worried

01:58

about this being basically just Madden

02:01

with college teams or this being half

02:03

the game that NCAA 14 was don't worry

02:06

you're not going to be disappointed so

02:08

let's start with how the game plays now

02:10

I was able to play the game for about 3

02:12

hours me and some other people that were

02:14

down there and the first thing right off

02:16

the bat is the thing that everybody

02:17

wants to know does it feel like Madden

02:19

is it just Madden's gameplay with

02:21

college teams and I don't think anybody

02:23

down there that was playing felt that

02:24

way it definitely felt different from

02:26

Madden the same as the old NCAA games

02:28

the old NCAA games while they were on

02:30

the same engine as Madden most years and

02:32

while they did share gameplay animations

02:34

NCAA always had a very unique feel and

02:37

most people seem to prefer that to

02:39

Madden and I would say the same thing is

02:41

true with this game it does not feel

02:43

like a Madden game number one it's way

02:45

faster than Madden much like the old

02:47

NCAA games were I believe one of the

02:48

developers said it's about 30% faster

02:51

than Madden which is a pretty big deal

02:53

and I think a lot of that is just to

02:54

mimic how high-powered the offenses can

02:57

be in college football how fast the game

02:59

is it doesn't mean that the game is

03:01

faster because all of the players are

03:02

necessarily faster because the NFL the

03:05

average player is faster because the NFL

03:07

is the top of the top but why the

03:09

college game feels faster is because

03:10

there's a bigger discrepancy from the

03:12

top players and the bottom players you

03:14

also a lot of times in college football

03:16

see it's a more of a high-scoring game

03:18

you see defenses struggle a little bit

03:20

more in college and that's kind of the

03:22

case with this game it feels like a very

03:24

wide openen fast-paced game it feels

03:26

very quick if you've played Madden over

03:28

the past few years espe esecially on the

03:31

current gen consoles the PlayStation 5

03:33

and the Xbox series x/s a lot of people

03:35

would describe the Madden gameplay is

03:36

actually a little bit slower and a

03:38

little bit sluggish at times it

03:39

definitely slowed down quite a bit when

03:41

it moved to the newer consoles the

03:43

college game does not feel like that the

03:44

college game is very fastpac you can

03:47

make a lot of good moves on the left

03:48

stick in the open field you can score on

03:51

a lot of big plays and yes at times

03:53

defense feels a little hard to play

03:54

because of how high-powered the offenses

03:57

can be at times the word I would use to

03:59

describe the game G play is just simply

04:00

fun and that's objective of course

04:02

that's my opinion some people might not

04:04

think it's fun but to me the game being

04:06

faster being quicker being a little bit

04:08

more responsive is fun to me whereas

04:10

Madden at times feels a little bit more

04:12

restrictive and just a little too slow

04:15

for my liking now it is true that both

04:17

games do share quite a bit of the same

04:20

animations much like the old college

04:21

games do however I am happy to report

04:24

that the college game definitely has a

04:25

lot of new animations now I'm not sure

04:28

if some of those are going to also

04:29

transfer for over to Madden but some of

04:31

them won't and the biggest example of

04:33

this of course is the one foot inbound

04:35

catches there's a ton of animations for

04:37

stuff like that obviously that's not

04:38

going to translate over to Madden

04:39

because it's kind of useless there as

04:41

you need two feet in bounds for it to be

04:43

a catch and Madden but even outside of

04:45

that definitely notice just new

04:46

animations overall and I would expect

04:48

Madden to have some of those new ones as

04:50

well but of course you're going to still

04:51

see some of the same tackle animations

04:53

you've seen in Madden you're going to

04:54

see some of the same catch animations

04:55

you've seen in Madden I don't really

04:57

think that's something that should be a

04:58

surprise again since the older game

04:59

shared animations as well but the

05:01

college game definitely feels uniquely

05:03

different and again everybody that was

05:04

there playing felt the same way I didn't

05:06

run into a single person that says Ah

05:08

this feels a little too much like Madden

05:09

it just doesn't now I'm going to

05:10

continue on and dive a little bit deeper

05:12

into some of the specifics here but

05:14

really quickly I do want to shout out

05:15

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and you just can't beat that so let's

05:48

talk about the stuff we can talk about

05:50

so on EA's blog a few weeks ago they did

05:52

talk about some specific gameplay

05:55

details and I can dive a little bit

05:56

deeper on those as they have been

05:58

officially released but again tomorrow

06:00

expect some more big news and I'll be

06:02

able to dive even deeper so let's talk

06:04

about campus IQ which is the name for

06:06

the feature set that EA is bringing this

06:08

year with college football now is this

06:10

kind of just another gimmick we've seen

06:12

with Madden sometimes sometimes these

06:13

things can affect the gameplay in good

06:15

ways sometimes they're a little gimmicky

06:17

I'll say from all the stuff that I

06:18

played this actually really changes the

06:21

way you play football at least an EA

06:22

football game in my opinion it's got

06:24

some really cool things in there that

06:26

actually make you have to manage your

06:27

team on the field in ways that Madden

06:30

has just not had maybe ever honestly or

06:32

anytime recent so one of the things that

06:34

EA did mention a couple of weeks ago

06:36

when they talked about the wide open and

06:37

fast-paced gameplay they mentioned

06:39

player ratings that fluctuate throughout

06:41

the game and they also mentioned new

06:42

in-game passing mechanics now I can't

06:45

dive deep into how the passing mechanics

06:48

work but I will say this because they

06:50

have revealed already that there are new

06:52

in-game passing mechanics the passing

06:54

mechanics in college football are

06:55

different than Madden and that's

06:57

definitely been something that a lot of

06:58

people have been critical love with

07:00

Madden over the years is that the

07:01

passing can always use work more so in

07:04

terms of like ball trajectory the ball

07:06

sometimes comes out too low and you

07:07

can't really put the ball in certain

07:09

spots drop it into the bucket as good as

07:11

you would like to it's definitely gotten

07:13

better over the years over the past few

07:14

years they've definitely made this

07:16

better than it was before but I will say

07:18

the passing system from college is not

07:20

what we've been using in previous Madden

07:23

games and it is 100% better than the

07:26

passing mechanics from the previous

07:28

Madden games and and this is just

07:30

another example of how the game play is

07:32

different from Madden aside from the

07:34

faster quicker gameplay aside from

07:35

feeling like you have a little bit more

07:37

control aside from having some different

07:38

animations in the game and different

07:40

plays and playbooks you also have a

07:42

passing system that is different than

07:43

Madden which makes throwing the ball

07:46

feel different than it doesn't Madden

07:47

and in my opinion it feels better than

07:49

Madden when it comes to passing the ball

07:50

this is something I'm a big fan of and I

07:52

can't wait to dive deeper on it in terms

07:54

of playbooks and plays and things like

07:55

that I don't think I can dive too deep

07:57

on that because they're going to reveal

07:58

more information but what I can say is I

08:00

got to check out a number of the

08:02

playbooks and the time that I was on the

08:03

game all the stuff that you expect to be

08:05

there is there the way these teams play

08:07

in real life their playbooks from what I

08:09

could see reflect that in the game the

08:11

option and the triple option is really

08:13

good really powerful as expected the

08:15

rpos are very good and powerful as

08:18

expected and dare I say they're kind of

08:20

annoying too to go against at times but

08:22

that's college football they're annoying

08:24

for those defenses to go against in real

08:26

life too and if anything these things

08:27

work a lot better in college than they

08:29

do in the n fell because of the talent

08:31

Gap and things like that and a lot of

08:32

teams base their offenses around you

08:34

know certain option Styles or a lot of

08:36

RPO stuff so that is present here and

08:38

you're going to feel the power of that

08:40

stuff in this game now I will say the

08:41

one thing I didn't like really CU

08:43

there's always going to be something no

08:44

matter how much you like a game there's

08:45

always going to be some aspect of it

08:47

that you're not a fan of I wasn't crazy

08:49

about the ball carrier moves I don't

08:50

feel that the ball carrier moves were as

08:52

powerful as I'd like them to be or as

08:53

powerful as I remember them being in

08:55

some of the older NCAA games and even

08:57

some recent Madden games however though

08:59

what I will say is the left stick is

09:00

really good it's very responsive so if

09:02

you're good at making those stops at the

09:04

right time making those manual cuts and

09:06

just knowing how to maneuver a player

09:08

you don't really even need the ball

09:09

carrier mov that much because with the

09:10

fast-paced game playay and how

09:12

responsive and quick the left stick is

09:14

you can manually make people miss you

09:16

can make a lot of moves you can make a

09:17

lot of good Cuts with the player and

09:19

also kind of what goes with this is I

09:20

found tackling to be pretty hard in this

09:22

game Landing hit sticks were definitely

09:24

hard even just tackling at times was

09:26

pretty hard because of how fast the game

09:28

is so the time and everything really has

09:30

to be pretty precise or you know you're

09:32

going to miss tackles and the offensive

09:34

guy is going to make you kind of look

09:36

silly which again some people might

09:37

really love that some people might hate

09:38

that some people don't like when

09:39

tackling is hard this definitely is

09:41

going to be an adjustment in terms of

09:43

just how fast the game is being able to

09:45

make tackles and hit sticks and also on

09:47

offense it's going to be a little bit

09:48

easier at first I think to get off those

09:50

big plays and you'll definitely feel the

09:52

power of those top in athletes a good

09:54

example of this would be jayen milro

09:56

from Alabama when I was playing with

09:57

them and I would take off running with

09:59

mil row you feel that top end speed you

10:01

feel the acceleration and just how he

10:03

kind of picks up that speed pretty

10:05

quickly accelerates and can pull away

10:07

from the defense and just how quickly

10:08

he's able to kind of stop and make

10:09

people miss and again especially with

10:11

how fast the game play is and how

10:13

difficult it is to tackle if you're not

10:14

a good user you really feel the power of

10:17

somebody like a Jaylen milro because

10:19

he's that much harder to tackle than a

10:21

lesser guy because he's just so quick

10:23

and so Shifty and to kind of go along

10:25

with that scrambling with the QBs all of

10:27

that felt really good again something I

10:29

like like about the college game you

10:30

definitely see those fast QBs guys like

10:33

Jaden Daniels last year they can take

10:35

off and they can run for big yards every

10:37

game because they're just that fast

10:38

they're that Shifty they're that

10:39

electric and what I did like about this

10:41

game and the limited time that I got to

10:42

play it is the o line also felt pretty

10:45

good the pocket formation felt pretty

10:47

good I felt like I was able to climb the

10:48

pocket more times than not and if you're

10:50

not putting spies on the field and

10:51

you're not accounting for fast QBs

10:53

you're able to take off quite often and

10:55

get big yards in the open field if

10:56

you're not putting spies and stuff like

10:58

that on the field to watch for those

11:00

guys you're going to pay more times than

11:02

not because the blocking especially for

11:03

some of the better teams it's going to

11:05

hold up a little bit longer the pocket's

11:06

going to be there you can step up find

11:08

those running lanes and really make some

11:10

big plays with these QBs I did also find

11:12

that the broken tackles were pretty

11:15

frequent in this game I don't know if

11:16

that's something they plan on tuning

11:18

obviously we do see a lot of broken

11:19

tackles in real college football but I

11:21

did feel that the broken tackles are a

11:23

bit too high in my opinion I was seeing

11:25

them a little bit too often I definitely

11:27

if there was one really big critique I

11:28

would have for this game is to balance

11:30

the broken tackles a little bit but

11:32

again the game is still a few months

11:33

away that type of stuff can very easily

11:35

be tuned if they see fit now another

11:37

thing EA mentioned a couple weeks ago

11:39

was the wear and tear system and it said

11:41

with the new wear and tear system as the

11:43

hits add up players wear down you have

11:45

to manage your players Health limit

11:46

their fatigue assess the risk of injury

11:48

and avoid onfield Mistakes by using

11:50

strategic substitutions to ensure your

11:52

players are at their best when it counts

11:54

the most so again I can't break this

11:56

down completely in depth just today more

11:59

on that tomorrow but this definitely

12:01

affects the gameplay and this is not

12:03

just a simple fatigue system if you're

12:05

thinking that this is basically just a

12:06

fancy way of wording fatigue as it is in

12:09

Madden where hey you know you've run the

12:10

ball with a guy for three plays you got

12:12

to sub them out and put the backup

12:13

running back in or you're no huddling

12:15

down the field and some of your skill

12:16

position players are now a little

12:17

fatigued this is not that this is a

12:20

legit wear and tear system the hit your

12:21

players take matter if you overuse your

12:24

players that matters and you have to

12:26

monitor this or you will risk injury to

12:29

certain body parts this is actually a

12:31

very unique way of playing football that

12:34

we really haven't seen in an EA game at

12:36

least to my knowledge you have to really

12:38

manage your team on field with this wear

12:40

and tear system this isn't a game where

12:42

you can just kind of do anything you

12:44

want and not have to account for what

12:47

your players are going through you're

12:48

going to absolutely have to account for

12:49

that stuff or you're going to risk

12:51

losing them now I'm not really sure how

12:52

this is going to be implemented for

12:54

online play I think this is definitely

12:55

going to be a bigger thing for dynasty

12:57

play I think it will probably be online

12:59

play as well but this is definitely

13:01

something that's going to take an

13:02

adjustment because a lot of people are

13:04

used to just kind of doing whatever they

13:05

want in the game you know taking as many

13:07

hits as they want abusing a player over

13:09

and over and over you're really going to

13:10

have to take a lot of stuff into account

13:12

now and that's what I like about this

13:14

game and again why it's not the same as

13:16

Madden because you don't have to do this

13:17

in Madden this game how it's different

13:19

than Madden on field aside from the fact

13:21

that it's faster and again like has some

13:23

different passing mechanics it's just a

13:24

lot of these little things that aren't

13:26

present in Madden that you have to

13:28

monitor and you have to account for so

13:30

it just completely changes your whole

13:32

approach to how you're going to play a

13:34

game you have to be more strategic with

13:36

the college game because there's systems

13:38

in place that make you have to be more

13:40

strategic and if you're not you're going

13:42

to suffer because of it now another

13:44

thing that EA did mention weeks ago was

13:45

home field advantage and it said

13:47

specifically that there's game altering

13:48

home field advantages that rattle your

13:50

rivals in college football's toughest

13:52

places to play it said test your squad's

13:54

road game composure and confidence level

13:57

as you play through distractions like

13:58

screen shaking missing pre-play icons

14:01

and moving play art so of course if

14:02

you've played these games you're

14:03

familiar with this in the old NCAA games

14:05

you're familiar with it even in Madden

14:07

as they have a version of this but again

14:09

what I will say about this is it's just

14:10

better in college football mainly

14:12

because the crowds are better the thing

14:14

with Madden is the crowds are never

14:15

really alive the game doesn't feel too

14:17

alive the audio isn't the greatest at

14:19

least in my opinion but with college the

14:21

crowds feel alive home F Advantage

14:22

actually feels like it matters and again

14:24

as it said on their blog this is going

14:26

to alter the road game compos Ure and

14:29

that is another thing that is present in

14:31

this game is composure now again I'll be

14:33

able to dive deeper on this probably

14:34

tomorrow but composure is a thing in

14:37

this game and you know just along with

14:39

the wear and tear and those other things

14:40

it's another level of monitoring your

14:42

team that just isn't really present in

14:44

Madden and they also mentioned here

14:46

about the toughest places to play if

14:48

you're familiar with the old NCAA games

14:50

you remember there were the 25 toughest

14:52

places to play and also in this same

14:54

blog from weeks ago they even

14:56

specifically mention when speaking on

14:58

the pageantry and traditions and the

15:00

crowd and things like that they said

15:01

there's synchronized crowd chance

15:03

there's loudness meters as well as real

15:05

game day audio and fight songs so this

15:08

goes hand inand with that home field

15:09

advantage yes the loudness meter is back

15:12

in the game which is something we know

15:13

from the old games where you kind of

15:15

pump up the crowd and this is especially

15:17

a big deal in those toughest places to

15:19

play and the road team does get a little

15:21

bit more rattled it's a little bit

15:23

harder to play is an away team the

15:24

composure does come into effect and

15:26

we've already seen them talk about

15:28

ratings can flu uate based on a number

15:30

of different things how your players are

15:31

performing composure is one of those

15:33

things that's going to play into this so

15:35

really tying this all together here and

15:38

how it's different from Madden aside

15:39

from just feeling a little bit different

15:41

is that at every level you have to

15:43

monitor your team a lot more you have to

15:45

be very aware of what's going on and you

15:47

have to fight through some different

15:48

things here that if you've been playing

15:50

EA Games as of late you just haven't had

15:52

to deal with that type of stuff so if

15:54

you're going to approach this how you've

15:55

approached maybe playing Madden over the

15:57

past 5 to 10 years you're you're going

15:59

to be in for a surprise because it's

16:00

just not that type of game all in all

16:02

the game feels very electric it's very

16:05

fun I really don't foresee too many

16:07

people being disappointed in this game

16:09

there's always going to be somebody

16:10

that's disappointed you can't please

16:12

everybody that's impossible but I just

16:13

can't foresee people being disappointed

16:15

with this game overall I think from what

16:18

I learned about the game and what you

16:20

guys will learn more and more over the

16:21

next few weeks and what I got to play of

16:23

the game to me they delivered to me the

16:25

weight was well worth it the game was

16:27

extremely fun and again if you're

16:29

worried about the game not being as good

16:31

as the old games or if you're worried

16:33

about the game being way too similar to

16:35

current Madden again I would tell you

16:37

don't worry because they cooked there's

16:39

really not much in this game that you

16:41

could want that isn't there there are a

16:43

couple specific things that might not be

16:45

there which we will talk about soon but

16:46

they're not really deal breakers in my

16:48

opinion almost anything you could want

16:50

down to some of the very minute details

16:52

are in this game and once you find out

16:55

just all what is in this game I think

16:57

you're going to be even more excited for

16:59

it now if you want to sneak peek of some

17:00

of the little things that EA snuck in

17:02

their recent trailer that you might have

17:04

missed make sure to check out this video

17:05

right here on the screen

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EA SportsCollege FootballGameplayEarly AccessGame ModesAnimationsSpeedResponsivenessWear and TearHome Field Advantage
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