I Played College Football 25 Early - The Truth

Bordeaux
31 May 202432:37

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

  • ๐Ÿˆ The game 'College Football 25' is highly anticipated and promises a realistic and immersive football experience.
  • ๐ŸŽฎ EA Sports has introduced over 80 new abilities and 1,500 new plays, emphasizing situational boosts without guarantees for specific results.
  • ๐ŸŒŸ The game features a detailed 'Wear and Tear' system that impacts player performance based on fatigue and damage, adding a strategic layer to gameplay.
  • ๐Ÿ“Š 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.
  • ๐Ÿ‘จโ€๐Ÿ’ป The development team, which includes members from the college football revamp mod community, is passionate and dedicated to creating an authentic experience.
  • ๐ŸŸ๏ธ The game includes over 150 stadiums with realistic visuals and sounds, providing a unique atmosphere for each location.
  • ๐Ÿ”„ The 'HomeField Advantage' feature is back, affecting gameplay and crowd dynamics, and includes a stadium pulse meter to energize the crowd.
  • ๐ŸŽ“ '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.
  • ๐Ÿˆ The option game has been refined for realism, with new controls and mechanics that better reflect the quarterback and running back exchange.
  • ๐Ÿ“ˆ The game introduces 'Coach Vision', a pre-play feature that provides insights into player composure, confidence, abilities, and matchups.
  • ๐ŸŒง๏ธ 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

00:00

๐ŸŽฎ 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.

05:01

๐Ÿˆ 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.

10:01

๐Ÿ› ๏ธ 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 ofๅทดๆ–ฏalignment 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.

15:03

๐ŸŸ๏ธ 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.

20:04

๐Ÿ“š 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.

25:04

๐ŸŒŸ 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.

30:04

๐Ÿš€ 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

๐Ÿ’กCollege Football 25

College Football 25 refers to a new installment in the college football video game series by EA Sports. It is the central theme of the video, with the script discussing various features and gameplay elements of the game. The excitement and anticipation for this game are evident throughout the transcript, indicating its significance to the video's narrative.

๐Ÿ’กX-Factors and Abilities

X-Factors and abilities are game mechanics that enhance certain player characteristics, providing situational boosts during gameplay. In the context of the video, the script mentions that while abilities are included in College Football 25, X-Factors are not. The explanation of how these abilities are integrated into the game, without guaranteeing specific results or animations, demonstrates a key aspect of the game's design philosophy.

๐Ÿ’กArchetype

In the video script, archetype refers to the specific role or category assigned to a player in the game, which determines their abilities. The script emphasizes that a player's abilities are solely determined by their archetype, which adds a layer of strategy and realism to the game by reflecting the diverse skill sets of real-life college football players.

๐Ÿ’กWear and Tear

Wear and Tear is a new feature in College Football 25 that simulates the real-world effects of fatigue and damage on a player's performance. The script describes how this system operates on a play-to-play and game-to-game basis, affecting a player's performance over time and carrying over into other game modes like Dynasty and Road to Glory. This feature adds depth and strategy to gameplay, making every hit and decision matter.

๐Ÿ’กFrostbite Engine

The Frostbite Engine is a game engine developed by EA that powers many of their titles, including College Football 25. The script mentions concerns about the game playing similarly to Madden due to the shared engine, but reassures viewers that the gameplay experience in College Football 25 is much quicker and distinct from Madden, highlighting the engine's flexibility and the developers' ability to tailor the experience to the college football setting.

๐Ÿ’กRoad to Glory

Road to Glory is a game mode in College Football 25 that allows players to experience the journey of a college football player. The script discusses changes to this mode, such as the removal of the high school portion, which might disappoint some players but also introduces new elements that could make the mode more engaging and exciting. The mode is a significant part of the game's appeal, offering a role-playing aspect to the football simulation.

๐Ÿ’กDev Team

The dev team, or development team, refers to the group of developers working on College Football 25. The script praises the dev team for their passion, attention to detail, and responsiveness to feedback. Their work is showcased through the game's features and improvements, and the script emphasizes the positive interactions and communication with the dev team during the game's development.

๐Ÿ’กHome Field Advantage

Home Field Advantage is a concept in sports that suggests a team performs better when playing at their home stadium. In the context of College Football 25, the script describes how the game recreates the atmosphere and impact of playing at home, with crowd noise and other environmental factors affecting gameplay. This feature aims to capture the authentic college football experience and is a key aspect of the game's realism.

๐Ÿ’กReal-Time Time Coaching

Real-Time Time Coaching is a feature in College Football 25 that introduces an adaptive coaching engine to enhance both offensive and defensive CPU gameplay. The script suggests that this feature will make the AI smarter and more aggressive in the right situations, providing a more challenging and realistic gaming experience. It's an example of the game's efforts to simulate the strategic elements of real-life football.

๐Ÿ’กIn the Trenches

In the Trenches is a section of the script that focuses on the importance of the offensive and defensive line play in College Football 25. The phrase 'in the trenches' is often used to describe the intense, physical battles between linemen in American football. The script discusses new pass protection schemes, animations, and the impact of weather conditions on these plays, emphasizing the game's commitment to realistic and immersive gameplay.

๐Ÿ’กPost-Play Creativity

Post-Play Creativity refers to the new celebration system in College Football 25 that allows players to express themselves after scoring or making a significant play. The script mentions a variety of touchdown, interception, and first down celebrations, drawing a parallel to the FIFA game series. This feature encourages players to have fun and adds a layer of personality and flair to the game.

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

00:00

I played college football 25 last week

00:01

early at EA and let me tell you I have a

00:03

lot of controversial thoughts I'm going

00:05

to talk about almost everything that I

00:07

experienced which is going to reveal

00:08

everything that we know about the game

00:09

up to this point and paint the full

00:11

picture of what college football 25 is

00:13

really like now EA just dropped a

00:14

34-page deep dive that's loaded so I'll

00:17

be covering that and the new trailer

00:18

with gameplay but I also saw and

00:20

experienced things that aren't included

00:21

one of those was the recreation of the

00:23

infamous Mo bomba false start clip at

00:25

pen state

00:30

during a presentation they showed us a

00:32

recreation of that in game and it left

00:34

me with chills along with everybody else

00:35

in the room so that's when it really hit

00:37

me how crazy this game is about to be

00:39

don't get me wrong though there's still

00:40

some issues that the game has that I'm

00:41

not afraid to mention and I'll be

00:42

working with EA on some things but they

00:44

still want me to have an opinion and

00:46

voice my concerns when I was there I was

00:47

honest with the dev team about things

00:49

that I thought would ruin the game but

00:50

they were very receptive of it and one

00:52

of the big things that scared me was

00:53

x-factors and abilities coming over from

00:55

Madden so you can imagine my reaction

00:57

when they first mentioned abilities

00:58

during their presentation they are in

01:00

college football 25 but X factors are

01:02

not and the way that they put them in

01:03

the game is actually really neat the

01:05

first thing I want to point out is

01:06

you're never guaranteed a specific

01:07

result or animation just based on an

01:09

ability so that's big for me and their

01:11

blog goes on to say that they're

01:12

introducing 80 new abilities the

01:14

majority of which are completely new to

01:15

the football gaming space again they're

01:17

reiterating that they're purely

01:18

situational boost and there aren't any

01:20

guarantees with them and just that

01:21

they're categorized into two different

01:23

groups physical and mental which I just

01:24

touched on and all of them are further

01:26

divided into four tiers bronze silver

01:28

gold and platinum if you've if You' ever

01:30

played a 2K game my best interpretation

01:32

of it is it's just like player badges in

01:33

that and I'll get more into my

01:34

experience with them but whenever we

01:36

played they weren't too overpowered

01:37

anyway the most a player can have at any

01:39

given time is five physical and three

01:41

mental abilities and their aim is to

01:43

provide players with increasing depth as

01:44

they progress through those tiers you

01:46

can go super deep into them as I

01:48

continue to break down this blog but the

01:49

last thing that I think is important to

01:50

mention here is a players's abilities

01:52

are solely determined by their archetype

01:54

and I really want to make sure that I

01:55

reiterate these are not gamebreaking and

01:57

they don't guarantee a specific result I

01:59

say that over and over because I was

02:00

legitimately scared when they first

02:02

brought this up until I got to actually

02:03

play with it and inside the game you're

02:05

going to be able to find a chart like

02:06

this if you're curious what all ad

02:08

abilities are and what happens at each

02:09

different tier I will admit it was a

02:11

little bit overwhelming to see when I

02:12

first saw it but it's neat and before we

02:14

get into anything else I actually want

02:15

to break down one of these abilities

02:17

this covers the field General one and if

02:18

you pause the video you'll be able to

02:20

read each of these bullet points if you

02:21

really care to but basically from the

02:23

lower tiers blitzers are highlighted but

02:25

only after the snap and then by the time

02:26

you get down to the Platinum tier it

02:28

allows you to see a lot more things for

02:30

the play what tier of ability a player

02:31

has is all determined by what their

02:33

stats are and I can't 100% confirm this

02:35

but just by talking with one of the devs

02:37

it seems like your abilities are decided

02:38

by what stat you have in one or two

02:40

categories so let's say Travis Hunter is

02:42

84 stamina and that puts him in the

02:43

silver tier for rku if he gets like 85

02:46

stamina maybe he'll move up to gold and

02:47

if he clears 90 stamina that'd probably

02:49

put him up into Platinum that's how I

02:51

understood it and whenever we played the

02:52

game it just made the best players play

02:54

like the best players out there on the

02:55

field but again didn't guarantee a

02:57

certain result they've even shown us

02:58

what it'll look like in game with this

03:00

screenshot right here and there were so

03:01

many sick highlights in the Gameplay

03:03

trailer featuring different abilities

03:04

which are pretty much just like 2K

03:06

badges with no guarantees and just make

03:08

the best players really feel like it

03:09

what's Wild is this is literally just

03:11

one of the like 20 different things that

03:13

have been revealed I'm going to cover in

03:14

this video and this is just a minor

03:16

thing but the display over the team

03:17

select screen was seriously beautiful

03:19

even if they don't have the ESPN

03:20

branding and I'm thrilled with how the

03:21

score buug looks too it's a unique

03:23

design for every team but if you can't

03:24

already tell you'll see very soon that

03:26

this game is nothing like a Madden

03:27

reskin I also told some of the devs that

03:29

I was concerned they might play the same

03:31

since it is on the same frostbite engine

03:32

but again they reassured me very quickly

03:34

that the game play is much quicker and

03:36

then I got to experience it for myself

03:38

and there were so many Breakaway plays

03:39

against some of the other guys I played

03:41

against I'm pretty sure not the expert

03:42

already talked about it on Twitter and

03:44

he did in just one quarter he ran for

03:46

over 200 yards with Auburn against Dion

03:48

Walker in my Kentucky Wildcats defense

03:50

but I was able to respond back by

03:51

bombing him over the top with Baran

03:53

Brown who for Kentucky fans is so so

03:56

quick and all of the fast gameplay and

03:57

Breakaway plays honestly reminded me of

03:59

lot of NCA football 14 I said I'd be

04:01

fair though so even though I have been

04:03

hyping it up for a bit I'm also going to

04:04

mention things like high school not

04:06

being in Road to Glory and this got

04:07

leaked which sounds like a bummer but

04:09

you can still decide what type of

04:10

prospect you start with I think the

04:12

ranges are from like 65 overall to 79

04:14

and we weren't able to hop into this

04:15

mode ourselves but once you all see all

04:17

the other stuff that is in Road to Glory

04:19

that they told us about I think you're

04:20

going to be very excited more will come

04:22

in the future kind of like this huge

04:23

gameplay drop today and one of my

04:25

controversial opinions is I don't think

04:26

I'm going to miss high school being in

04:28

Road to Glory I know that's kind of of a

04:29

big part of getting recruited but at

04:31

least on NCA football 14 it was really

04:33

dull you could have a scholarship offer

04:35

at Alabama in like three games even

04:36

playing on Heisman and if you wanted to

04:38

role play as a recruit that wasn't very

04:40

good maybe start as a one star it was

04:41

almost impossible to do you would get

04:43

scholarship offers no matter what I

04:45

understand why people liked it and it

04:46

would definitely be cool to see what

04:47

they could do with it now in 2024 but

04:49

you never know it's something that they

04:50

could add to Future releases and there's

04:52

a reason that I am so confident whenever

04:54

I talk about this game and it's because

04:55

I met all of the dev team I think one

04:57

thing that gets really overshadowed is

04:59

EA brought over people from college

05:00

football revamp that built the mod that

05:02

I've been playing on my channel for the

05:03

last 2 years and they did that just

05:05

because they were so passionate about

05:07

college football not knowing that it

05:08

would lead to this opportunity and let

05:10

me tell you they had a huge impact on

05:11

this game but I think the best thing

05:13

about the entire thing of being at EA

05:15

was just seeing the dev team like

05:16

grinning ear to ear as we react to

05:18

actually playing they were so passionate

05:20

and that level of detail and care really

05:22

shows whenever you have teams like

05:23

Arkansas State's water fountains going

05:25

off when they score a touchdown and I

05:26

got a little Sidetrack there but I'm

05:28

just trying to convey why I know this

05:30

game is going to be amazing besides the

05:31

fact that I played it and saw it

05:32

firsthand seeing the behind the scenes

05:34

of what goes into making a video game

05:36

especially one that looks as realistic

05:37

as the ones they put out was super eye

05:39

openening and I'm honestly super

05:40

thankful that you all put me in the

05:41

position to have that type of

05:43

opportunity as well but now we should

05:44

talk about wear and tear because this

05:45

has another big impact on the game the

05:47

feature pretty much just ensures that

05:49

every hit matters and not all hits are

05:51

created equal it is definitely a brand

05:53

new and unique damage system that adds a

05:55

whole new layer of depth and strategy to

05:57

your gameplay this is very accurate of

05:58

what it is and let let's just say it is

06:00

designed to simulate the real world

06:02

effects of fatigue and damage on a

06:03

player's performance and it operates on

06:05

a play to-play and game- to game basis

06:07

which then carries over to Dynasty and

06:09

Road to Glory I even saw an effect in

06:11

the few play now games that I hopped

06:12

into but basically if your quarterback

06:14

has thrown the ball like 40 plus times

06:15

in a game and has taken some big hits

06:17

don't expect him to be at 100% the

06:19

following week in a dynasty and this is

06:21

why I need to learn how to slide because

06:22

there's subtle gameplay components such

06:24

as getting the ball out early and

06:26

covering the ball and getting out of

06:27

bounds that will really impact how much

06:29

damage your player takes before I even

06:31

try to describe how it works I feel like

06:32

I have to show you all this screenshot

06:34

because it really breaks down as you

06:35

take damage to each body part you're

06:37

going to lose stats in certain

06:38

categories and that pretty much sums up

06:40

this entire section here as an example

06:42

if your quarterback's throwing arm

06:44

receives a significant hit you're going

06:45

to notice a decrease in your throw power

06:47

and accuracy and then the same is true

06:49

for your legs it could make you move

06:50

slower if you take a lot of big hits

06:52

there so you have to be very careful

06:54

about the type of situations that you're

06:55

putting your players into and it's no

06:57

longer just about getting a roll of the

06:58

dice on an injury it kind of just builds

07:00

up over time and you don't want this

07:02

stuff to carry over week to week in

07:03

Dynasty or Road to Glory but from my

07:05

perspective whenever I played with it in

07:07

game it wasn't too game-breaking I would

07:09

maybe lose like one or two in a stat

07:10

category at a time but I was also very

07:12

careful to not take a bunch of huge hits

07:14

because I knew this feature was in the

07:16

game what's so interesting about it is

07:17

recovery has to be a critical part of

07:19

the feature as well and you can regain

07:21

your health back when you're not on the

07:22

field during timeouts at halftime and in

07:24

between weeks too another thing is we

07:26

have to be cautious of our players

07:27

workload because the worse a body part

07:29

is is damage the slower it's going to

07:30

recover and this is what's going to make

07:32

the game so much fun especially in

07:34

Dynasty because this encourages

07:35

strategic planning and management of all

07:37

of your players to ensure the best

07:39

performance out of them what's nice is

07:40

outside of the quarterback and offensive

07:42

line teams are going to substitute

07:43

around the fatigue so you don't have to

07:45

micromanage it and not that this list of

07:47

places that you can find it in means

07:48

anything to you all right now but there

07:50

are a lot of places to track it in again

07:52

when I used it it wasn't anything that's

07:53

game-breaking but with these changes

07:55

wear and te definitely adds even more

07:57

depth to a player's gameplay and

07:59

hopefully you all are starting to

08:00

realize all these new things that they

08:01

have added to separate this game

08:03

gameplay-wise from the Madden game

08:05

besides it just being faster and having

08:06

a bunch of different animations I'd also

08:08

like to mention that with wear and tear

08:10

involved they also had to overhaul

08:11

fatigue and their main goal with it was

08:13

to make it more realistic to snap counts

08:15

at the college level for example let's

08:16

say a running back gets three

08:18

consecutive carries for positive yards

08:19

you're going to notice them huffing and

08:21

puffing in the pre-play clip and then on

08:23

the next carry they're probably going to

08:24

come out of the game but because of how

08:26

they've redone the fatigue you're only

08:27

going to sit out for most likely a

08:29

single play that's really big because on

08:30

NCA football 14 you would have your

08:32

players Auto sub out whenever they got

08:34

too fatigued but sometimes they'd missed

08:36

like three four plays in a row and I

08:37

know I'm probably going to say this a

08:38

ton in the video but I really like the

08:40

display that they have in this game

08:41

especially from the play calling screen

08:43

which is like your command center but

08:44

before we get into the next big Edition

08:46

I also want to just say I didn't hear a

08:49

single thing about Ultimate Team the

08:50

entire time that I was there take that

08:52

as you will and the menus were also very

08:54

quick and responsive I was concerned

08:56

about this I voiced my concerns to the

08:58

dev team because of previous experience

09:00

on another football game and the menus

09:02

were actually really good you're

09:03

probably starting to see I went in a

09:05

little bit scared and I've come out so

09:06

pumped up and amped up for this game

09:08

because of how happy I am with what I

09:09

played on it's so nuts though because

09:11

all of the features are just going to

09:13

keep on adding up another neat thing

09:15

that they added was they changed the

09:16

kicking from NCA football 14 and it

09:18

makes sense because College kickers are

09:20

not good and they miss a lot of field

09:22

goals especially short ones being able

09:24

to drill 63 yarders whenever you want on

09:26

NCA football 14 with no issues was not

09:28

realistic so that's why you'll see that

09:30

they have completely overhauled the

09:31

kicking meter here it's genuinely

09:33

difficult I didn't hit a perfect kicked

09:35

once and I played for hours I know the

09:37

kicking things a smaller detail than

09:38

some of the previous things I've listed

09:40

but it was something that really caught

09:41

me off guard and I was glad that they

09:42

nailed because they wanted it to be

09:44

realistic if you're super curious about

09:45

how it works you can always read this

09:47

entire post I'm not going to go through

09:49

every single thing but the one thing I

09:50

do want to also point out is hitting in

09:52

the red represents an over KCK and you

09:54

don't want to do that because that can

09:55

mess you up so that was something new

09:57

that they added to the game but one

09:58

thing they did back from NCA football 14

10:01

at least in my opinion was the Juke

10:03

moves I personally didn't get great at

10:04

them on the new game yet but I did watch

10:06

good game bro put in some nasty work on

10:08

the sticks and stuff like the spin move

10:10

isn't slow or lethargic in this title

10:12

it's actually really quick and tight now

10:13

it's something that's a lot easier to

10:15

show than tell so I'm sure even though

10:16

they didn't go in depth on it in this

10:18

article they're going to do that

10:19

whenever they show the gameplay so have

10:20

fun exploring that and shout out to EA

10:22

for adding another sick edition I'll

10:24

also say one thing I didn't notice was

10:26

they said that they introduced all new

10:28

specific run styles for different

10:29

archetypes in the game and I just didn't

10:31

pay attention to it but it's also a

10:33

small detail that I wasn't searching for

10:34

and I'm sure if you are paying attention

10:36

you could definitely notice I mean I'm

10:37

not just going to sit here and lie to

10:38

you all and be like it was amazing I

10:40

genuinely did not see it but of course

10:42

it's going to provide a more in-depth

10:43

and personalized gaming experience so

10:45

that's a good thing that they put in now

10:47

one of the Staples of college football

10:48

is definitely the option game and it

10:50

really threw me off at first because

10:52

they reversed the controls from 14 with

10:54

it but they made it much more realistic

10:56

basically to keep it simple the first

10:57

thing that they did was make the mechan

10:59

miror the real life quarterback and

11:00

running back exchange which it didn't do

11:02

in 14 so just like in an actual game the

11:04

quarterback's going to place the ball in

11:06

the running back's belly with the intent