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

11:08

that he's going to hand it off to him

11:09

but if the read key comes down he's

11:11

going to have to pull the ball by

11:12

pressing an X key on 14 if you wanted to

11:14

give it to the running back you'd have

11:15

to hit that button but now if you want

11:17

to keep it you have to hit that button

11:18

and I like that it's going to simplify

11:20

our reads while also making rpos which

11:22

we're not very used to from 14 much more

11:24

usable they've added a lot of controls

11:26

so you can change in lifetime what you

11:27

want to do and then this is another

11:29

little tweak that I didn't expect them

11:31

to mention but you can have different

11:33

pitches whenever running the option just

11:35

so there's more depth to the gameplay

11:36

holding down L1 or lb will result in a

11:39

strong pitch while a quick tap will be a

11:40

swift pitch and there is a difference

11:42

between the two the quick tap one is

11:44

pretty much just useful for tight spots

11:46

but it might not hit the pitch back in

11:47

stride and then if you hold down the

11:49

button for a strong pitch you'll want to

11:50

do that when there's ample space between

11:52

you and the approaching Defender which

11:54

does require a little bit more time but

11:56

it also offers precise accuracy and

11:58

veloc vity fake pitching is even back

12:00

activated by double tapping L1 or lb

12:03

which I didn't even know you could do in

12:04

previous titles and everything that

12:06

they've added has just been to refine

12:07

the gameplay and make it a lot more

12:09

smoother and enjoyable to run stuff like

12:10

the option we'd even get a little bit of

12:12

it in the Gameplay trailer but it's hard

12:13

to get a feel for how it plays when you

12:15

watch it and as somebody that didn't

12:16

enjoy recent Madden gamep plays I really

12:18

enjoyed the gameplay on this game so

12:20

take that as you will it's not just

12:21

offense that has gotten some upgrades

12:23

though the defense has also seen some

12:24

different changes and this is pretty

12:26

similar to 14 where there's just a read

12:28

key that determines what you do on the

12:29

option whether or not you crash or stay

12:31

at home but the computer is so smart now

12:33

that when on the wide hash marks they're

12:35

going to react differently than whenever

12:37

the offense is close to a first down or

12:38

something else pitch keys also have more

12:40

varied Behavior which is definitely

12:42

needed with the ability to Bluff whether

12:44

they're playing the quarterback or the

12:45

running back and I definitely noticed

12:47

that when I played the game it wasn't as

12:48

easy to just know 100% what the right

12:50

move to make was now I've already said I

12:52

struggled to run the option because it

12:54

confused me so much the new controls

12:56

with them reversing them so I didn't run

12:58

for 200 yards like not the expert did

12:59

versus me but I did figure things out

13:01

eventually for all of you that play this

13:03

game a little bit more competitively you

13:05

will notice that they have removed Bas

13:07

alignment which never worked greatly but

13:09

now they've added disguising coverages

13:11

which is a super cool feature this is

13:12

something I wish I had a screenshot of

13:14

but you just have to visualize it and of

13:15

course whenever you're on the field

13:17

there is a button that would allow you

13:18

to command your secondary to position in

13:20

the range of so many different disguised

13:22

looks and they can range from a high

13:23

pressure cover zero Blitz all the way to

13:25

a backed off cover four look this is

13:27

something I wish I tried more of when

13:29

whenever I was playing the game but we

13:30

were just so excited to witness all the

13:32

atmospheres the new features the

13:33

gameplay and disguising coverages will

13:35

be a great way to confuse your friends

13:37

in online dynasties I'm not shutting up

13:38

anytime soon either there's so many more

13:40

features including something that's

13:42

called revamp passing and this was

13:43

something that took me a while to figure

13:45

out this is just a very long way of

13:47

saying you have almost full control of

13:48

where the ball goes what the trajectory

13:50

is and this is a new feature that really

13:52

overhauled all of their passing

13:53

trajectory so you're going to see stuff

13:55

you've never seen in a football game

13:56

before when I was throwing up deep bombs

13:58

to Barry and brown sometimes it felt

13:59

like the ball was lofted in the air for

14:01

like 10 seconds and if I put a little

14:03

more power on it it got there a little

14:05

bit quicker with a lot lower trajectory

14:07

it's kind of funny though because if you

14:08

tap it super lightly you could throw a

14:10

slant across the field that just floats

14:12

in the air forever and throw power no

14:14

longer refers to the distance of the

14:16

throw but how hard you can throw it

14:18

which changes things too depending on

14:20

what quarterback you use what is throw

14:22

power is how you're throwing the ball

14:23

with him those balls are going to travel

14:25

way different than others and as wide

14:26

open as the gameplay felt at times it's

14:28

also important to maintain balance so

14:30

for years they did mention that players

14:32

could just hold a bullet pass with

14:33

little to no consequences but that's

14:35

where this passing meter changes things

14:37

the distance of the throw and the

14:38

quarterback's attributes and abilities

14:40

will all affect the accuracy of a pass

14:42

and before I really take a dive into it

14:43

you're going to take a look at this

14:44

screenshot and see that meter what you

14:46

really want to avoid is that red section

14:48

there's going to be three colors on the

14:50

screen the sizes of the sections all

14:52

depend on like the same things I just

14:53

mentioned your attributes your abilities

14:55

throwing distance and other factors and

14:57

there's so much more from that but

14:59

landing in the blue is what increases

15:00

the chances of a safe accurate ball

15:02

while Landing in the yellow could mean

15:04

more uncertainty from your ideal Target

15:06

like I said though you do not want to

15:07

get into that red category and

15:09

quarterbacks with weaker arms or lower

15:11

throw accuracy ratings will have larger

15:13

red sections it's not different from

15:15

real life trying to push the ball

15:16

downfield consistently with a

15:17

quarterback who has a weak arm is just

15:19

not a great move I think once you all

15:21

get this down you're going to really

15:22

enjoy it I did but it took me a while to

15:24

figure it out and they also even

15:25

mentioned that they've updated the pump

15:27

fake mechanic but never in my life have

15:29

tried to use a pump fake mechanic in a

15:30

video game so I'm just going to ignore

15:32

that section I don't think it would ever

15:34

actually work to fool the defense

15:35

because the computer knows exactly what

15:37

you're doing but maybe it will do

15:38

something and I probably should have

15:40

tried it when I had the game if you

15:41

thought all the features were done

15:42

though there is still a ton more and

15:44

when they started listing all of these

15:46

off during our presentation at EA in the

15:48

most respectful way possible I thought

15:50

they were never going to stop talking it

15:51

just kept going but it was also super

15:53

exciting that level of detail and new

15:55

features can be seen across the entire

15:57

game and I think the stadiums are

15:59

perfect example there's like 150 of them

16:01

that are almost perfect replicas and

16:03

it's not just visually but soundwise too

16:05

every single time you played a different

16:07

place you feel like you're in a

16:08

completely different environment and

16:09

even though this college game is going

16:10

to sell less copies than Madden it's

16:12

going to sell less copies than the

16:13

soccer series FC EA's put more stadiums

16:16

in this game than any of their other

16:17

titles that I'm aware of I mean Madden

16:19

has like 30 something FC has 60 but they

16:21

went above and beyond you all will see

16:23

more of it as more things get released

16:24

and really nailed all 134 atmospheres I

16:27

think when stuff looks this good this

16:29

realistic it's hard to not just sit here

16:30

in amazement at what the dev team pulled

16:32

off in a few years and the level of

16:34

detail is just going to continue to get

16:35

deeper with the next one being the

16:37

pre-nap recognition features basically

16:39

just to sum all of this up a senior will

16:41

see things on the field that a freshman

16:43

wouldn't and they'll also experience

16:44

different environments in different ways

16:46

as you can see that they have brought

16:48

back something similar to the hot and

16:49

cold system with the confidence and

16:51

composure experience would obviously

16:53

play a huge role in this feature and a

16:55

freshman is going to have more volatile

16:57

swings compared to a season SC but to be

16:59

honest in my short time playing this is

17:01

another thing I didn't notice much of

17:02

because I wasn't searching for it as

17:04

crowd level increases though I

17:05

definitely could see this being

17:07

something that has an impact on certain

17:08

players especially in a dynasty but it

17:10

was also balanced enough to where it

17:11

wouldn't obnoxiously stand out like 90%

17:14

of the time which I think is a good

17:15

thing those rare moments for an away

17:16

team on a third and 15 with the crowd

17:18

roaring need to be special and plays

17:20

like that are going to be where you're

17:21

able to notice some of these more

17:23

in-depth features as I'm saying that it

17:25

continues to touch on the exact same

17:26

thing I was talking about like a rivalry

17:28

match and not only do events such as

17:30

scoring touchdowns lift the morale of

17:32

potentially your entire team but also

17:34

it's going to have a stat boost to some

17:35

of your players for example a scrambling

17:37

quarterback is going to have improved

17:39

ball security while a field General is

17:40

going to benefit from improved throw

17:42

accuracy If your player starts to cook

17:45

this is something you'll be able to

17:46

track through certain coach Vision

17:47

things that we'll touch more on later

17:49

and there's honestly so many things

17:50

going on behind the scenes with this

17:52

gameplay determining outcomes that you

17:53

would never think about whenever you

17:55

played NCA football 14 you could just

17:57

have a freshman do the exact same same

17:59

thing as a senior and it's not just a

18:00

marketing playy whenever they say all 22

18:02

players on the field feel very

18:04

differently than each other whenever I

18:05

played you could definitely notice the

18:07

big difference between the stars and

18:09

then the guys that aren't that good you

18:10

can feel the difference too and this is

18:12

just another spot where abilities

18:13

especially the mental ones can come into

18:15

play it's all starting to become

18:16

connected and then as you continue to

18:18

read you'll notice that coach abilities

18:20

are also in the game which ties into

18:22

Dynasty that I can't touch much on right

18:24

now but I'm going to speedrun everything

18:26

that's already been leaked we already

18:27

know that you can have up to 32 team

18:29

leagues in both online and offline and

18:30

those dynasties can go up to 30 years in

18:32

the future which is honestly plenty I

18:34

don't mind that they cut it down from 60

18:36

I never got past 20 whenever I was

18:37

playing but if you're going to be upset

18:39

over anything it's probably the fact

18:41

that there's not going to be crossplay

18:42

in online dynasty and they could always

18:44

add it in the future like they did with

18:45

Madden's connected franchise but I'd

18:47

rather them just make sure at least

18:48

whenever this game launches things

18:49

aren't broken I'll also say all the

18:51

conference customization features that

18:52

were in 14's Dynasty mode are in this

18:54

one too even going a little bit deeper

18:56

and you can start a dynasty as either a

18:58

head coach or an offensive or defensive

19:00

coordinator there's also a massive coach

19:01

skill tree that when I talked to the

19:03

devs they told me that there was no Meda

19:04

to it and there's a bunch of different

19:06

paths that you could take but no matter

19:07

what you do it's really hard to unlock

19:09

everything and you can fire or hire

19:11

coordinators in Dynasty which you

19:13

couldn't do on 14 they've also coded the

19:14

non-conference schedules to accurately

19:16

generate all the way up to 2032 but you

19:18

can change those games if you want and

19:20

they pretty much just want Dynasty mode

19:21

to be a Sandbox for us I'm so excited to

19:23

go deeper into all of that in the future

19:25

but for now I can't I have to dance

19:27

around the stuff that's already been put

19:28

out so so I will just say recruiting is

19:30

like a balanced mix of what 11 and 14

19:32

have the transfer portal is in there too

19:34

but nil is not and even if the NCAA

19:36

can't understand nil how on Earth is a

19:38

Dev team supposed to code that in

19:40

especially when it's changed so much

19:41

over the last 2 years I wasn't expecting

19:43

it but what might be a disappointment is

19:45

you can't export your draft classes from

19:46

the college game over to Madden but they

19:48

made up for it because you can take your

19:49

Road to Glory player over to Madden

19:51

there's a lot of great things that come

19:52

with real players being in the game but

19:54

the downside with that is they don't

19:55

have the rights to use those same

19:57

college players in Madden so that's

19:58

that's why you can't export draft

19:59

classes EA is trying to let us customize

20:02

as much as they can which is very

20:03

obvious as they brought back team

20:05

builder for dynasty which really gets me

20:06

excited and we'll know a lot more about

20:08

that plus all of the other game modes

20:10

the closer we get to release which trust

20:11

me is worth the wait with the speedrun

20:13

of stuff that's already been leaked out

20:15

of the way though back to the stuff we

20:16

got gameplay and a huge article on and

20:18

one of those is coach Vision that covers

20:20

a ton of different things basically it's

20:22

just a way to see things pre-play like

20:24

this is what the composure and

20:25

confidence screen looks like and then

20:26

there's also a wear and tear one which

20:28

is a complet different look than what

20:29

this is back to composure and confidence

20:31

though the red bars mean your players

20:32

are getting hot which is good and then

20:34

the blue bars mean your players are

20:35

getting cold which is not then there's

20:37

the ability screen which allows you to

20:38

see all the abilities for players on

20:40

both sides of the ball but this is one

20:42

of the few things that I will criticize

20:43

it's a little bit confusing if you don't

20:45

know what all those logos mean the only

20:46

reason that's not a big issue is these

20:48

abilities aren't guarantees that things

20:50

will happen it's pretty much just on

20:51

there because they have a certain stat

20:53

that's really high so it is what it is

20:54

and then there's the matchup thing that

20:56

they brought back from 14 but the

20:57

display is so so much better it's also

20:59

nuts that I've made it this far in the

21:01

video and we still hadn't touched on

21:03

HomeField Advantage yet now I think

21:04

there would have been some riots if they

21:06

didn't bring this back but I've already

21:07

alluded to how difficult it is to play

21:09

at certain stadiums like going to Penn

21:11

State with them blasting mooma whenever

21:13

they recreated it it literally gave me

21:14

chills I already told you all that but

21:16

all the modifiers that they mention in

21:17

this article of things you might

21:19

experience because of the home crowd is

21:21

nothing new we already saw that in their

21:22

first drop and if there's anything that

21:24

you're going to pick up on here all the

21:25

previous features that I've mentioned

21:27

just work really well together in

21:29

harmony their main goal was to recreate

21:30

the college environment and I think they

21:32

nailed it but what you all might really

21:34

like is they brought back the stadium

21:35

pulse meter from NCA football 06 and

21:37

that's the first college football game I

21:39

remember playing as a kid just like back

21:41

then now if you hit your right stick

21:42

you're going to be able to pump up the

21:44

crowd making them even louder and of

21:45

course they just want to make sure that

21:47

you know all the HomeField Advantage

21:48

effects are only going to impact the

21:50

visiting team clearly this next feature

21:52

though is probably going to make a lot

21:53

of Madden players upset because if you

21:55

look at the hot routes on this screen

21:57

you'll see that you can put any route

21:58

that you want out there on the field no

22:00

matter who the QB is yes that even

22:02

includes the halfback angle route every

22:03

single time and I definitely abused it

22:05

but there is a counter that I learned to

22:07

it very quickly and that is the home

22:08

crowd whenever I played not the expert I

22:10

was Kentucky he was Auburn he had the

22:12

home field advantage and because Barry

22:14

and brown is so quick I was trying to

22:15

hot route him onto a streak on every

22:17

single play but whenever it got super

22:19

loud it wouldn't actually put the hot

22:20

route in the game if he was originally

22:22

going to run a slant he'd still run a

22:24

slant it was like he couldn't hear me

22:25

telling him to run the new route so your

22:27

initial play call still matters Ms you

22:28

can't just change your routes all the

22:30

time and that's why I don't think this

22:31

is too overpowered I also wish I could

22:33

say that I tried the new bang 8 route

22:35

but I didn't even notice that was in the

22:36

game but I did figure out how to use the

22:38

new custom stms hot route which is just

22:40

a new feature that allows you to adjust

22:42

the distance of a receiver's route so

22:44

you could make a comeback route a lot

22:45

deeper or a lot shorter this was

22:47

actually a really neat feature because

22:48

now you can make a wide receiver run

22:50

wherever you want him to on the field

22:51

and then on the defensive side of things

22:53

there is also a risk factor associated

22:55

with run commit that has been toned down

22:57

in previous games you were pretty much

22:59

guaranteed to give up a touchdown if you

23:01

guessed wrong but now on this title

23:03

instead there is a penalty but the

23:04

mechanics only going to affect the

23:06

players positioned in the box that means

23:07

when you run commit your DBS aren't just

23:09

going to be beaming for the Back Field

23:10

they're still going to play coverage on

23:12

their guy and just for Madden players

23:13

sake I'm really hoping some of these new

23:15

features get carried over to that game

23:16

as well my thought process is if they

23:18

can add it to one and it works well then

23:20

they can probably implement it into

23:21

another and if this game is a reskin of

23:23

anything I almost want to say it's just

23:24

a reskin of all the best things that

23:26

they could pull out of any sports game

23:28

over the last 20 years there's so many

23:30

things that have come from different

23:31

types of titles that they've moved over

23:32

to this college game and I don't know

23:34

for 100% certainty but this new Switch

23:36

stick thing whenever you're changing

23:37

players on defense could have come from

23:39

another title too basically The quick

23:41

summary of this is if you get stuck on

23:42

like your defensive linemen you can just

23:44

quickly flick the right stick and then

23:45

move up to your linebacker but as nice

23:47

of an addition as this was I am so used

23:50

to how I've played games in the past

23:51

that I didn't even use it on the college

23:53

game once I get past breaking my muscle

23:55

memory I'm sure I'm going to appreciate

23:56

the fact that it's in there but I can

23:57

only say so so much because I wasn't

23:59

able to effectively use it in the few

24:00

hours I played also at this point I

24:02

can't believe that I'm still going but

24:04

there's another 12 pages and there's so

24:06

many more things to cover it's just nuts

24:08

how much they've added especially to the

24:10

gameplay there's over 1,500 new plays

24:13

more than 50 formations and then each

24:15

team is going to obviously have a very

24:17

specific team Playbook that's going to

24:19

reflect their current offensive and

24:20

defensive Trends which I just used

24:22

Kentucky but it did look accurate and

24:23

they're all based on a variety of play

24:25

Styles such as the air raid multiple

24:27

pistol kind of like what you on NCA

24:28

football 14 I'll definitely say they're

24:30

more unique though and there is a new

24:32

type of trick play that I did run once

24:34

just not effectively the problem with

24:36

trying things for the first time is you

24:38

don't exactly know what to expect so I

24:40

kind of messed some things up but there

24:41

are so many neat things especially in

24:43

all the different playbooks including

24:44

the addition of trick plays like the

24:46

double pass reverse reverse pass you

24:48

know all the good stuff if you're a

24:49

super nerd like me you're going to read

24:51

through this entire article and see all

24:52

the little bits and pieces that they

24:54

talked about but at the end of the day

24:55

it's more something that you have to see

24:56

with the actual gameplay and not just

24:58

off of screenshots and words I haven't

25:00

touched on the defensive playbooks yet

25:02

though and there are some new formations

25:03

that definitely weren't 14 they might

25:05

have been Madden but I've never even

25:07

heard of the 335 tip there's a lot more

25:09

variety even on that side of the ball so

25:11

I'm excited to dive into all of that too

25:12

but all of the features at this point

25:14

are never ending they've included now

25:16

two different types of no huddle with a

25:18

turbo Tempo type that they also have in

25:20

here and with just the basic no huddle

25:22

Tempo players rush back to the line

25:24

offering the traditional Tempo option on

25:26

y triangle which they did make more

25:28

realistic you can audible to other plays

25:30

in that same formation but you can't

25:31

just select from an array of them when

25:33

you know huddle as for the turbo Tempo

25:35

that I didn't even know was in the game

25:37

there was so much they've added they

25:38

didn't even cover this in the

25:40

presentation but apparently you are just

25:41

trading the ability to hot route an

25:43

audible at the line of scrimmage for the

25:45

advantage of the defense not being set

25:46

and this would have been such a cool

25:48

feature to use if I knew it was there it

25:50

even makes the defensive line being

25:51

slower this is how I would have won

25:53

games and of course if you want to

25:54

Define one of these as your main play

25:56

style you're going to be able to change

25:57

that on the play calling screen kind of

25:58

like you can do in Madden just by taking

26:00

a look at this screenshot my assumption

26:02

is it's going to be in coach adjustments

26:03

but there's just so much depth to this

26:05

game and of course the AI is going to

26:06

replicate whatever the school does in

26:08

real life I'm going to be really

26:09

interested to see how everything plays

26:11

out though because of the new AI the

26:12

clock Management's not going to be

26:14

completely broken like it was on 14

26:16

which makes some of the tournaments

26:17

interesting and it also says in

26:19

situations where players or the AI are

26:21

about to audible players will glance

26:23

towards the sideline looking at the play

26:24

caller holders and if the defense is

26:26

caught looking to the sideline they will

26:27

be slower to get off the ball this

26:29

screenshot right here kind of captures

26:31

it you can see multiple Georgia players

26:32

looking over to the sideline and by the

26:34

way there's been so many things that I

26:35

didn't even have a chance to mention the

26:37

scoreboard I don't care that there's no

26:38

ESPN presentation on it it still looks

26:41

incredible okay now that we got that out

26:43

of the way we're getting into even more

26:44

features that I didn't experience

26:46

there's just so much depth to this game

26:48

and it's kind of fun that even though I

26:50

played it I'm finding out more and more

26:51

things that I didn't even know existed

26:53

because they didn't have enough time to

26:54

talk about all of it it says making a

26:56

debut in this year's Edition the real

26:58

time time coaching feature is an

26:59

Adaptive coaching engine designed to

27:01

authentically enhance both offensive and

27:03

defensive CPU gameplay okay I don't even

27:05

think I need to read all this it's

27:06

probably just the computer being a

27:07

little bit more aggressive in the right

27:09

situations just being Smarter with the

27:10

AI and apparently they can make exact

27:12

adjustments just like the user might do

27:14

in an online game against somebody else

27:16

this is just one of the numerous reasons

27:18

that I'm probably going to struggle

27:19

playing on Heisman for a very long time

27:21

and the more that I read about this

27:23

defensive AI the more I realize why I

27:25

was struggling when I wasn't playing on

27:26

the hardest difficulty when I got to

27:28

touch the game all of that's probably

27:29

boring to most of you but if you want to

27:31

pause you can read it all it's just

27:32

really cool to see the implementation of

27:34

this foundational feature that's going

27:35

to make the game so much more realistic

27:37

and now we have a section called in the

27:39

trenches all the features that have been

27:41

mentioned above are great but we know

27:43

that championships are one in the

27:44

trenches this is actually a really cool

27:46

feature I'm excited to talk about this

27:48

one I'm glad that they mentioned it

27:49

because like this article says if your

27:50

offensive line can't hold up nothing

27:52

else matters and that's why if you're

27:54

somebody playing like a South Alabama

27:56

versus Michigan you're really going to

27:57

struggle because of how lopsided it is

27:59

whenever I played on NCA football 14 I

28:01

feel like I could go in with any team

28:03

and probably put up a decent fight but

28:04

on this game if I'm like all right

28:06

Eastern Michigan time to go see if we

28:07

can win at Penn State white out game I'm

28:09

going to lose by 50 the reason for that

28:11

is some of the stuff that they've

28:13

mentioned here but they also want to

28:14

talk about one of their new pass

28:15

protection schemes and I'm super glad

28:17

that they added this because it allows

28:19

you to see who your blockers are going

28:20

to pick up and who might be a free

28:21

rusher we've now gotten into the meat of

28:23

this article as we're talking about

28:25

there being 400 new animations for

28:27

blocking but but I can vouch for it the

28:29

pass rushers definitely had a lot more

28:31

animations I'd never seen before and

28:32

they looked incredible there was a bunch

28:34

of stuff that I would have never seen in

28:36

a Madden game and at this point I just

28:37

want you all to get your hands on it

28:39

like I was able to because it was just

28:41

incredible I think through all the depth

28:42

in this article and also by seeing

28:44

gameplay today you all are starting to

28:45

realize why I've been so hyped up about

28:47

this and we all know that on NCA

28:49

football 14 the weather would drive me

28:51

absolutely nuts but it is even worse on

28:53

this game now I can't say I experienced

28:55

it because I didn't have enough time to

28:57

test it out didn't play any games in the

28:59

rain or the snow but of course with

29:00

harsh weather conditions that's going to

29:02

affect the movement of our players and

29:04

it's going to be challenging to plant

29:05

and cut in these conditions the passing

29:08

game's going to take a considerable

29:09

impact which even happened on 14 but you

29:11

could at least plant there wouldn't be

29:12

many issues with that and not only are

29:14

you going to drop passes a lot easier

29:16

but you're going to know wobbly passes

29:17

impacted pass accuracy and throw power

29:20

with some other things happening too of

29:21

course there's my favorite thing the

29:23

chance of increased drops and fumbles

29:24

are going to rise but this all makes

29:26

sense it's very realistic it just drives

29:28

me insane when it happens to me I could

29:30

be more cautious though and whenever

29:31

handling the ball use RB or R1 to cover

29:33

it up and I think they've outdone

29:35

themselves whenever it comes to the

29:36

weather it's also going to impact our

29:37

special teams you're going to feel the

29:38

hits to your kick power and accuracy and

29:40

it's going to be hard to kick in heavy

29:42

rain or snow I wanted special teams to

29:43

be a challenging task that's what they

29:45

did I struggled whenever using it and

29:47

again and again they are just nailing

29:49

realism after realism to make this game

29:51

feel like an authentic college football

29:53

experience there's also the little

29:54

things like you could notice in the

29:56

trailer one foot sideline catching

29:58

animations because of course in the NFL

29:59

it's 2 feet and half of this stuff is

30:01

new to me or stuff that I would just

30:03

never notice there's going to be

30:04

different defensive Pursuits but then

30:06

there's also playmaker which they never

30:07

mentioned I'm pretty sure that comes

30:09

over from Madden just to kind of have

30:11

any route happen from a failed one and

30:13

this is important play action whenever

30:14

it's called in a run situation like a

30:16

first down or less than three yards to

30:18

first down it's going to affect the

30:19

defense they're just reiterating again

30:21

and again that they're going to nail the

30:22

realism but we are still not done ladies

30:24

and gentlemen one of the fun features

30:26

that they brought over from the FIFA at

30:28

least in my opinion was the post playay

30:30

creativity in our hands they want us to

30:32

celebrate every time you score or make a

30:34

big play and there's a whole new

30:36

celebration system that works like the

30:37

FIFA game from a variety of 20 different

30:39

touchdown celebrations four interception

30:41

celebrations and first down ones at two

30:43

I didn't know the exact buttons to hit

30:45

whenever I was using them but I did do

30:46

the Heisman pose accidentally at one

30:48

point which was neat and they kind of

30:49

want you all to just have fun exploring

30:51

all the options testing them out but if

30:52

you're curious about how to do a certain

30:54

one you can check that out in the menu

30:56

screen as for victory formation we all

30:58

know that feeling a pivotal run on third

31:00

or fourth and short the posing team is

31:02

out of timeouts and our running back

31:04

just gets enough to seal the game as

31:06

long as football has existed after this

31:08

game clinching moment you've had to sit

31:09

under Center for 30 plus seconds just to

31:11

take three consecutive kneel Downs well

31:13

they're happy to say those days are over

31:15

and as soon as the game is

31:16

mathematically done just take a knee

31:18

players will come onto the field and

31:20

will simulate the following kneel Downs

31:22

that is actually really sick I didn't

31:24

even notice that whenever I beat

31:25

Louisville with Kentucky I used knees

31:27

but this happens in real life there will

31:29

be like 15 seconds left on the clock

31:30

they'll take the knee and players will

31:32

start walking out onto the field that is

31:33

such a cool feature I feel like this is

31:35

the level of detail that people were

31:36

begging for this does not feel anything

31:39

like Madden hopefully you all are really

31:40

starting to capture that and just like

31:42

that the blog post has come to an end

31:44

the level of dedication and commitment

31:45

from our team in delivering this makes

31:47

me proud and fortunate to be a part of

31:48

it again all the devs I met were amazing

31:50

and if you all want to read all this I'd

31:52

highly recommend it this was their game

31:54

we stand by that they are on our side

31:56

they want us to have a great product

31:57

literally everybody on that college team

31:59

at EA is awesome including Scott who was

32:01

able to write this article and as I was

32:03

filming this a tweet started getting

32:04

round about some minor issues with the

32:06

Red River Showdown within an hour though

32:07

somebody at EA told me it was already

32:09

fixed and that's exactly what you want

32:10

out of a Dev team so I promise I'm not

32:12

overhyping them and I'll just be saying

32:14

more stuff about the game on Twitter

32:15

than I can put into a video in

32:16

conclusion college football 25 was never

32:18

going to be perfect but I feel like they

32:20

got super close to it and there's still

32:21

a lot of stuff that hasn't come out yet

32:23

that you'll see in the future I can't

32:24

say anything about it yet but it makes

32:26

it very hard for me to play n CA

32:28

Football 14 so I'm sure you can see the

32:29

excitement on my face ready for this new

32:31

game again thank you all so much for

32:33

putting me in the position that you have

32:34

and I'm ready to have a great football

32:35

season with all of you

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