I Played College Football 25 Early - The Truth
Summary
TLDRThe video script offers an in-depth look at 'College Football 25', highlighting the game's realistic features and improvements over previous editions. The presentation showcases new abilities and X-factors, the revamped kicking system, and the introduction of wear and tear to simulate real-world player performance. The detailed analysis covers gameplay, AI enhancements, and the dynamic stadium atmospheres, promising a more immersive and strategic college football experience. The script also teases upcoming features and expresses excitement for the game's potential, emphasizing the dedication of the development team.
Takeaways
- ๐ The game 'College Football 25' is highly anticipated and promises a realistic and immersive football experience.
- ๐ฎ EA Sports has introduced over 80 new abilities and 1,500 new plays, emphasizing situational boosts without guarantees for specific results.
- ๐ The game features a detailed 'Wear and Tear' system that impacts player performance based on fatigue and damage, adding a strategic layer to gameplay.
- ๐ 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.
- ๐จโ๐ป The development team, which includes members from the college football revamp mod community, is passionate and dedicated to creating an authentic experience.
- ๐๏ธ The game includes over 150 stadiums with realistic visuals and sounds, providing a unique atmosphere for each location.
- ๐ The 'HomeField Advantage' feature is back, affecting gameplay and crowd dynamics, and includes a stadium pulse meter to energize the crowd.
- ๐ '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.
- ๐ The option game has been refined for realism, with new controls and mechanics that better reflect the quarterback and running back exchange.
- ๐ The game introduces 'Coach Vision', a pre-play feature that provides insights into player composure, confidence, abilities, and matchups.
- ๐ง๏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
๐ฎ 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.
๐ 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.
๐ ๏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 ofๅทดๆฏalignment 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.
๐๏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.
๐ 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.
๐ 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.
๐ 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
๐กCollege Football 25
๐กX-Factors and Abilities
๐กArchetype
๐กWear and Tear
๐กFrostbite Engine
๐กRoad to Glory
๐กDev Team
๐กHome Field Advantage
๐กReal-Time Time Coaching
๐กIn the Trenches
๐กPost-Play Creativity
Highlights
Recreation of the infamous Mo Bamba false start clip at Penn State, which left the reviewer with chills.
Introduction of 80 new abilities in College Football 25, categorized into physical and mental groups with four tiers: bronze, silver, gold, and platinum.
The abilities system is inspired by player badges from 2K games, adding depth without being game-breaking.
Wear and tear feature simulates real-world effects of fatigue and damage on player performance, affecting gameplay and strategy.
New kicking meter introduced to reflect the difficulty and inaccuracy of college kickers, making field goals more challenging.
Reversal of option game controls to mirror real-life quarterback and running back exchanges, simplifying reads and making RPOs more usable.
Disguising coverages feature added to enhance defensive strategy, allowing secondary to position in various disguised looks.
Revamped passing mechanics with almost full control of throw trajectory, making the passing game more dynamic and realistic.
Implementation of pre-snap recognition features, where senior players see more on the field than freshmen, affecting gameplay experience.
Coach abilities in Dynasty mode, with a massive skill tree offering multiple paths without a clear meta, enhancing strategic depth.
Inclusion of a comprehensive coach vision system, providing detailed pre-play information on player composure, confidence, and abilities.
Return of HomeField Advantage, with a stadium pulse meter and unique effects for each venue, enhancing the authentic college football atmosphere.
Over 150 stadiums replicated in detail, with unique sound and visual elements, contributing to a distinct environment for each game.
Enhanced AI with adaptive coaching, making CPU gameplay more realistic and challenging, especially on higher difficulty levels.
Over 1,500 new plays and more than 50 formations added, with team-specific playbooks reflecting current offensive and defensive trends.
Transcripts
I played college football 25 last week
early at EA and let me tell you I have a
lot of controversial thoughts I'm going
to talk about almost everything that I
experienced which is going to reveal
everything that we know about the game
up to this point and paint the full
picture of what college football 25 is
really like now EA just dropped a
34-page deep dive that's loaded so I'll
be covering that and the new trailer
with gameplay but I also saw and
experienced things that aren't included
one of those was the recreation of the
infamous Mo bomba false start clip at
pen state
during a presentation they showed us a
recreation of that in game and it left
me with chills along with everybody else
in the room so that's when it really hit
me how crazy this game is about to be
don't get me wrong though there's still
some issues that the game has that I'm
not afraid to mention and I'll be
working with EA on some things but they
still want me to have an opinion and
voice my concerns when I was there I was
honest with the dev team about things
that I thought would ruin the game but
they were very receptive of it and one
of the big things that scared me was
x-factors and abilities coming over from
Madden so you can imagine my reaction
when they first mentioned abilities
during their presentation they are in
college football 25 but X factors are
not and the way that they put them in
the game is actually really neat the
first thing I want to point out is
you're never guaranteed a specific
result or animation just based on an
ability so that's big for me and their
blog goes on to say that they're
introducing 80 new abilities the
majority of which are completely new to
the football gaming space again they're
reiterating that they're purely
situational boost and there aren't any
guarantees with them and just that
they're categorized into two different
groups physical and mental which I just
touched on and all of them are further
divided into four tiers bronze silver
gold and platinum if you've if You' ever
played a 2K game my best interpretation
of it is it's just like player badges in
that and I'll get more into my
experience with them but whenever we
played they weren't too overpowered
anyway the most a player can have at any
given time is five physical and three
mental abilities and their aim is to
provide players with increasing depth as
they progress through those tiers you
can go super deep into them as I
continue to break down this blog but the
last thing that I think is important to
mention here is a players's abilities
are solely determined by their archetype
and I really want to make sure that I
reiterate these are not gamebreaking and
they don't guarantee a specific result I
say that over and over because I was
legitimately scared when they first
brought this up until I got to actually
play with it and inside the game you're
going to be able to find a chart like
this if you're curious what all ad
abilities are and what happens at each
different tier I will admit it was a
little bit overwhelming to see when I
first saw it but it's neat and before we
get into anything else I actually want
to break down one of these abilities
this covers the field General one and if
you pause the video you'll be able to
read each of these bullet points if you
really care to but basically from the
lower tiers blitzers are highlighted but
only after the snap and then by the time
you get down to the Platinum tier it
allows you to see a lot more things for
the play what tier of ability a player
has is all determined by what their
stats are and I can't 100% confirm this
but just by talking with one of the devs
it seems like your abilities are decided
by what stat you have in one or two
categories so let's say Travis Hunter is
84 stamina and that puts him in the
silver tier for rku if he gets like 85
stamina maybe he'll move up to gold and
if he clears 90 stamina that'd probably
put him up into Platinum that's how I
understood it and whenever we played the
game it just made the best players play
like the best players out there on the
field but again didn't guarantee a
certain result they've even shown us
what it'll look like in game with this
screenshot right here and there were so
many sick highlights in the Gameplay
trailer featuring different abilities
which are pretty much just like 2K
badges with no guarantees and just make
the best players really feel like it
what's Wild is this is literally just
one of the like 20 different things that
have been revealed I'm going to cover in
this video and this is just a minor
thing but the display over the team
select screen was seriously beautiful
even if they don't have the ESPN
branding and I'm thrilled with how the
score buug looks too it's a unique
design for every team but if you can't
already tell you'll see very soon that
this game is nothing like a Madden
reskin I also told some of the devs that
I was concerned they might play the same
since it is on the same frostbite engine
but again they reassured me very quickly
that the game play is much quicker and
then I got to experience it for myself
and there were so many Breakaway plays
against some of the other guys I played
against I'm pretty sure not the expert
already talked about it on Twitter and
he did in just one quarter he ran for
over 200 yards with Auburn against Dion
Walker in my Kentucky Wildcats defense
but I was able to respond back by
bombing him over the top with Baran
Brown who for Kentucky fans is so so
quick and all of the fast gameplay and
Breakaway plays honestly reminded me of
lot of NCA football 14 I said I'd be
fair though so even though I have been
hyping it up for a bit I'm also going to
mention things like high school not
being in Road to Glory and this got
leaked which sounds like a bummer but
you can still decide what type of
prospect you start with I think the
ranges are from like 65 overall to 79
and we weren't able to hop into this
mode ourselves but once you all see all
the other stuff that is in Road to Glory
that they told us about I think you're
going to be very excited more will come
in the future kind of like this huge
gameplay drop today and one of my
controversial opinions is I don't think
I'm going to miss high school being in
Road to Glory I know that's kind of of a
big part of getting recruited but at
least on NCA football 14 it was really
dull you could have a scholarship offer
at Alabama in like three games even
playing on Heisman and if you wanted to
role play as a recruit that wasn't very
good maybe start as a one star it was
almost impossible to do you would get
scholarship offers no matter what I
understand why people liked it and it
would definitely be cool to see what
they could do with it now in 2024 but
you never know it's something that they
could add to Future releases and there's
a reason that I am so confident whenever
I talk about this game and it's because
I met all of the dev team I think one
thing that gets really overshadowed is
EA brought over people from college
football revamp that built the mod that
I've been playing on my channel for the
last 2 years and they did that just
because they were so passionate about
college football not knowing that it
would lead to this opportunity and let
me tell you they had a huge impact on
this game but I think the best thing
about the entire thing of being at EA
was just seeing the dev team like
grinning ear to ear as we react to
actually playing they were so passionate
and that level of detail and care really
shows whenever you have teams like
Arkansas State's water fountains going
off when they score a touchdown and I
got a little Sidetrack there but I'm
just trying to convey why I know this
game is going to be amazing besides the
fact that I played it and saw it
firsthand seeing the behind the scenes
of what goes into making a video game
especially one that looks as realistic
as the ones they put out was super eye
openening and I'm honestly super
thankful that you all put me in the
position to have that type of
opportunity as well but now we should
talk about wear and tear because this
has another big impact on the game the
feature pretty much just ensures that
every hit matters and not all hits are
created equal it is definitely a brand
new and unique damage system that adds a
whole new layer of depth and strategy to
your gameplay this is very accurate of
what it is and let let's just say it is
designed to simulate the real world
effects of fatigue and damage on a
player's performance and it operates on
a play to-play and game- to game basis
which then carries over to Dynasty and
Road to Glory I even saw an effect in
the few play now games that I hopped
into but basically if your quarterback
has thrown the ball like 40 plus times
in a game and has taken some big hits
don't expect him to be at 100% the
following week in a dynasty and this is
why I need to learn how to slide because
there's subtle gameplay components such
as getting the ball out early and
covering the ball and getting out of
bounds that will really impact how much
damage your player takes before I even
try to describe how it works I feel like
I have to show you all this screenshot
because it really breaks down as you
take damage to each body part you're
going to lose stats in certain
categories and that pretty much sums up
this entire section here as an example
if your quarterback's throwing arm
receives a significant hit you're going
to notice a decrease in your throw power
and accuracy and then the same is true
for your legs it could make you move
slower if you take a lot of big hits
there so you have to be very careful
about the type of situations that you're
putting your players into and it's no
longer just about getting a roll of the
dice on an injury it kind of just builds
up over time and you don't want this
stuff to carry over week to week in
Dynasty or Road to Glory but from my
perspective whenever I played with it in
game it wasn't too game-breaking I would
maybe lose like one or two in a stat
category at a time but I was also very
careful to not take a bunch of huge hits
because I knew this feature was in the
game what's so interesting about it is
recovery has to be a critical part of
the feature as well and you can regain
your health back when you're not on the
field during timeouts at halftime and in
between weeks too another thing is we
have to be cautious of our players
workload because the worse a body part
is is damage the slower it's going to
recover and this is what's going to make
the game so much fun especially in
Dynasty because this encourages
strategic planning and management of all
of your players to ensure the best
performance out of them what's nice is
outside of the quarterback and offensive
line teams are going to substitute
around the fatigue so you don't have to
micromanage it and not that this list of
places that you can find it in means
anything to you all right now but there
are a lot of places to track it in again
when I used it it wasn't anything that's
game-breaking but with these changes
wear and te definitely adds even more
depth to a player's gameplay and
hopefully you all are starting to
realize all these new things that they
have added to separate this game
gameplay-wise from the Madden game
besides it just being faster and having
a bunch of different animations I'd also
like to mention that with wear and tear
involved they also had to overhaul
fatigue and their main goal with it was
to make it more realistic to snap counts
at the college level for example let's
say a running back gets three
consecutive carries for positive yards
you're going to notice them huffing and
puffing in the pre-play clip and then on
the next carry they're probably going to
come out of the game but because of how
they've redone the fatigue you're only
going to sit out for most likely a
single play that's really big because on
NCA football 14 you would have your
players Auto sub out whenever they got
too fatigued but sometimes they'd missed
like three four plays in a row and I
know I'm probably going to say this a
ton in the video but I really like the
display that they have in this game
especially from the play calling screen
which is like your command center but
before we get into the next big Edition
I also want to just say I didn't hear a
single thing about Ultimate Team the
entire time that I was there take that
as you will and the menus were also very
quick and responsive I was concerned
about this I voiced my concerns to the
dev team because of previous experience
on another football game and the menus
were actually really good you're
probably starting to see I went in a
little bit scared and I've come out so
pumped up and amped up for this game
because of how happy I am with what I
played on it's so nuts though because
all of the features are just going to
keep on adding up another neat thing
that they added was they changed the
kicking from NCA football 14 and it
makes sense because College kickers are
not good and they miss a lot of field
goals especially short ones being able
to drill 63 yarders whenever you want on
NCA football 14 with no issues was not
realistic so that's why you'll see that
they have completely overhauled the
kicking meter here it's genuinely
difficult I didn't hit a perfect kicked
once and I played for hours I know the
kicking things a smaller detail than
some of the previous things I've listed
but it was something that really caught
me off guard and I was glad that they
nailed because they wanted it to be
realistic if you're super curious about
how it works you can always read this
entire post I'm not going to go through
every single thing but the one thing I
do want to also point out is hitting in
the red represents an over KCK and you
don't want to do that because that can
mess you up so that was something new
that they added to the game but one
thing they did back from NCA football 14
at least in my opinion was the Juke
moves I personally didn't get great at
them on the new game yet but I did watch
good game bro put in some nasty work on
the sticks and stuff like the spin move
isn't slow or lethargic in this title
it's actually really quick and tight now
it's something that's a lot easier to
show than tell so I'm sure even though
they didn't go in depth on it in this
article they're going to do that
whenever they show the gameplay so have
fun exploring that and shout out to EA
for adding another sick edition I'll
also say one thing I didn't notice was
they said that they introduced all new
specific run styles for different
archetypes in the game and I just didn't
pay attention to it but it's also a
small detail that I wasn't searching for
and I'm sure if you are paying attention
you could definitely notice I mean I'm
not just going to sit here and lie to
you all and be like it was amazing I
genuinely did not see it but of course
it's going to provide a more in-depth
and personalized gaming experience so
that's a good thing that they put in now
one of the Staples of college football
is definitely the option game and it
really threw me off at first because
they reversed the controls from 14 with
it but they made it much more realistic
basically to keep it simple the first
thing that they did was make the mechan
miror the real life quarterback and
running back exchange which it didn't do
in 14 so just like in an actual game the
quarterback's going to place the ball in
the running back's belly with the intent