College Football 25 Gameplay has arrived!

we just got a massive amount of news about the college football 25 Gameplay a trailer released as well as an over 30 page document I'm going to break it all down here but before we get into all of it I just want to mention I am not affiliated with EA all opinions are my own however I have played the game early so I do have some insight and some opinions about some things in game in a trailer like this it also lets us see some things visually that we haven't been able to talk about before like first you'll notice off the score bug or the scoreboard whatever you want to call it at the bottom it's not like ESP and licensed in this game but it is a generic one that actually looks good you know I'm not a fan of the the Madden ones that look super super Bland and they just like take up a tremendous amount of space on the top of the screen this is not obtrusive at the bottom I do kind of miss the like records underneath the team names I'm not sure that if that's going to be in Dynasty or not there is a ticker at the bottom like in Dynasty I mean there's that space underneath the scoreboard for that so I would imagine in my head that it would be down there the wide splits are going to be insane like rpos with this is is going to be ridiculous and I think that's one reason why like the wide hash marks in college make it such a massively different game compared to the NFL cuz you can get away with plays like this one thing I will say from my gameplay experience is you definitely notice these unique throwing animations I'd say definitely like on the run or like when people are blitzing you you can kind of see them on those kind of final two ones they look a little like I would say a little bit awkward kind of like a college football player would because not all of those guys have pristine mechanics they're not all destined to be NFL Stars you know so I thought it was a nice touch and helps it separate from Madden quite a bit so this deep dive was written by Scott o Gallagher the design director for EA Sports college football 25 and there is so much information I have to get through so I'm going to try to get through it as quickly as possible first off they talk about campus IQ and something they call all 22 plus the way he mentions this it's the differentiation of talent between the best and worst players in college football which is like massively different from the NFL like the best player in the NFL and the worst player in the NFL there's not as a big of AAP app as the best player in college football and the worst player in college football He also mentioned 134 ways to play representing every team's offensive schemes they pulled from Pro Football Focus to try and match real life schemes as closely as possible then he goes on to mention stories of Saturday basically talking about composure here true freshman we're going to respond differently compared to like a season senior which we'll touch more on that later now a lot of people have mentioned the stick work in this game and described it as explosive game they said they studied a lot of tape of current and former college football legends to try and recreate that explosiveness of the college football game they mentioned they want you to be able to play North and South as well as East and West they said the way they do that is with all new specific run styles for different archetypes in college football 25 I will say one of the most intriguing new features is wear and tear so this definitely reminds me of a feature in head coach o9 where you have different body parts that have different like Health ratings so in this game it works as more of like a damage system so let's say your quarterback gets hit in the throwing arm you could be losing throw power throw accuracy carrying that sort of thing I think what's going to be intriguing about this system is or kind of my fear is like I don't want it to be too aggressive I don't want my players constantly hurt I do want to have to manage my players but I I think when I was talking to the developer he made sure that this is not going to like have a tremendous amount of injuries it's more about trying to focus about management and spreading the ball around like sliding with your quarterback when you're scrambling out would be a smarter decision or throwing the ball away instead of taking that sack now if you get hit a lot in the same area his overall could tank quite a bit so if he gets sacked like four times in a row on his throwing arm he's going to be banged up I mentioned that there can be damages to the throwing arms but there can be damages to all sorts of body parts for example if you get damage to the legs that affects change of Direction and acceleration which would make every movement feel slower players toughness ratings can play a critical role in how much damage is applied on a given hit the more damage the body part the higher chance of severity of injury you can recover players and they can regain Health when they're not on the field so you sub them out and during timeouts you can give them a small little recovery boost at halftime they'll recover and in between weeks however the worse a body part is damaged the slower it recovers a player can recover a limited amount of damage during a single game now this doesn't necessarily mean he's injured right away you can still play him you just need to be more careful maybe spread the the ball out a little bit more you can also sub him out or call a timeout however if his ratings are like incredibly low and he's super banged up you might want to look to sub him out as you can see in the screenshot mafa for Clemson he looks like severely banged up so in his case you might want to bench him for a little bit give him some rest let him recover for a second they also mentioned that this system can bleed over week to week in Dynasty mode and in Road to Glory it says in Road to Glory it's going to be a huge part of the gameplay experience which they will talk more about in The Road to Glory Deep dive you can see the wear and tear system on the player reticle on the left side on the right bar you can see fatigue it says the bars depleting only represent the most hurt body part it's on the panel on the bottom right of the player card as well as the total in attribute is decreasing is in the spreadsheet you can also see it on Coach Vision you can hold left trigger and right stick you can hold left trigger and push the right stick down to see wear and tear status of your entire team and it says that players will have a variety of wear and tear Get Up animations like you might be grabbing your arm or something if you got hit in the arm might be grabbing the leg if got hit in the leg or something says you can also manage wear and tear in the dynasty player card section I did talk to Scott personally when I was down in Orlando and he told me that this system does not necessarily result in more injuries which is what I would be afraid of cuz I was not a fan of the Madden like fatigue systems where players are off the field all the time and I was confused at why he pushed it more as like this system is meant to be more Dynamic and encouraging you to spread the ball around like not every running back can carry the ball 30 times a game kind of thing there are certain ones who can but they would need a specific archetype which we'll talk about later to be able to do something like that and if you're reckless and you completely ignore the warning signs of wear and tear it could cost you like if you drop back to pass every time you're going to put your quarterback at risk especially if your offensive line is bad you're getting sacked all the time to try and keep your players healthy I think this system is encouraging you to have a balanced play style that way everyone is fresh and I think this system is also pushing you to be more active in your roster management like maybe your running back three actually gets carries this time around like he would probably never do that in NCAA 14 or your wide receiver four or five might get some reps just so the starters can get some rest which I think overall is a good feature but we'll see how it actually plays in game and they also said that the fatigue has been completely overhauled that's probably good because the Madden fatigue system was booty cheeks it says wear and tear accounts for physical impacts fatigue is primarily a conditioning feature it's designed to provide more realistic snap counts at the college level it's something to pay attention to on a drive to- Drive basis let's say a running back back gets three consecutive carries for positive yards you may notice them huffing and puffing in pre-play on a subsequent carry they'll likely come out of the game recovery has been changed to where it'll likely be only for a single play moving on they're talking about the option game so some of this stuff was leaked but to sum it up quickly the mechanics now mimic real life quarterback and running back exchanges on option plays in NCAA 14 the option mechanics worked where if you didn't touch the button at all your quarterback would pull the ball and you would run with the quarterback you would have to hold down the button to hand it to the running back that is completely flip-flopped here in this game the mechanics are now supposed to mimic real life quarterback and running back exchanges so when you hold down the button the quarterback's going to pull the ball and if you don't touch anything it's going to hand it off to the running back there's also two different types of pitches in this game you can quick tap to execute a quick pitch and holding down the button will result in a strong pitch he said quick pitches are useful in tight spots however might not hit the ball carrier in strike and will slow him down a strong pitch on the other hand is used when there's ample space between you and the approaching Defender it requires more time but offers more precise accuracy and velocity you can also fake pitch if you want by double tapping the bumper for rpos if you don't touch anything at all the quarterback will hand the ball off as well and an RPO scenario if you want to bail from the read and run it you can press a or X and if you want to hit the receiver you can simply press that receiver's corresponding button immediately to throw the ball and if you want to keep the ball with the quarterback on an R the type of RPO dictates whether you can read/ Peak or if you can't alert SLG glance something interesting here too is new control around when the quarterback will Branch out of his like option movement to where he's holding the ball forward you know what I'm talking about so if you hold right Trigger or R2 when couple yards past the line of scrimmage you'll Branch out into standard Ball Carrier movement this is kind of something that I felt like was annoying in ncaa14 I'm glad they focused on it here cuz I don't like it with how the quarterbacks almost always felt slower simply because they were quarter backs you should be able to run normally like they're still a human being hopefully that works out in this game they said they also added animations for pitches and catches as well as well as pitching the ball while being tackled he says the defense is seeing significant upgrades for example new AI Logic for the read and pitch keys it says they consider more realistic context when deciding to crash or stay at home for instance they're more likely to stay at home or or basically play the quarterback when you're on the wide hash marks conversely when the offense is close to the first down they'll play the running back more often basically they try to Target the space that seems most obvious that you would want to go to so you're going to have to be ready and flexible when you're playing the option they said pitch keys exhibit more varied Behavior with the ability to Bluff whether they're playing the quarterback or the running back so hopefully that means it's not the same animation every time where a guy like stands up or just like kind of jogs to the running back we'll see how that plays out and under coaching adjustments rather than a standard like option defense setting you can instruct Reed and Pitch key separately on how to defend something I found interesting is the the ability to disguise coverages so the example they use is they're in cover two but they've morphed it to look like they're closing in the middle of the field completely disguising the coverage there's probably disadvantages to this cuz like your guys are not in the ideal position right from the get-go but you have the advantage of them not knowing exactly what you're doing unless their quarterback has some very specific abilities at high levels which we'll talk about later it's a good way to be sneaky and I'm glad it's in this game it says before the snap you also have the option to Showcase a single high or two high the depending on the formation you've chosen just more options to disguise your coverages which seems fun it says but be careful with these if a defensive back has low composure there's risk he might mess up the disguise look so does that mean he's just like sitting in the normal position I'm not sure and I think that's what I really like about these this gameplay Deep dive it's so in-depth and there's so many like details that I didn't even think about but moving forward let's talk about abilities so thankfully there's not like automatically triggering abilities like X Factor for Madden or anything that breaks the game to be honest he says in this game there's 80 abilities and I think these mainly work kind of like badges would work in 2ks is how I would describe it he says a majority of these are brand new to the football gaming space which is awesome he says these are are situational boosts and once again not automatically triggering like X factors no guarantees these abilities go from bronze silver gold and at the highest level they can be platinum a player can max out at five physical abilities and three mental abilities each ability he wants to Pride players with increasing depth as they progress through these tiers and I'll explain those here for so like for example there's an ability called grit breaker which is a physical ability that bolsters a defender's capability to disengage from a block at bronze and silver tiers this ability only applies to running Blaze however at the gold and platinum tiers it also applies to passing plays as well while also having its effects significantly Amplified physical abilities a player can have is determined by their archetype while mental ability are determined by their position got a few examples from the screenshot here Workhorse which gives you better protection from wear and tear effects when colliding with other players this makes me think a PowerBack with a platinum in the Workhorse would be a tank because it says at the ti- end you have ultimate protection at the the low end like bronze you only have slight protection so you see how this goes up the staircase basically in terms of the power of the ability you can see another example this at the lowest level for option King you only have a slight accuracy increase in quick pitches silver you got moderate accuracy on quick pitches and you have a speed increase on strong pitches but let's go all the way to the top level of option King you have ultimate speed accuracy increase on pitches and you also now have wear and tear protection on option plays so I guess those service academies might have some like pretty good option Kings on their team if they're going to be able to run these options all the dang time and you also got to think about your scheme you can't just like throw in a pocket passer and run the option and expect to have success all the time like clearly if he does doesn't have the wear and tear protection he's going to be hurt a lot more another ability downhill it's another physical ability and you have the better chance to break tackles when hitting top speed again this seems to be for power backs in my head think about an NCAA 14 you would see like running backs with like 80 speed and it would be like when do I ever use these guys in that game like speed killed in ncaa14 it was The Meta all the time however with abilities like this let's say he has 80 speed but 99 acceleration he's going to hit Top Speed so quickly and then when you're running at top speed here you're going to have a higher chance to break tackles so he's just running into people barreling into them that' be his most Prime game style and at the top in with his ultimate ability you only need to hit 80% of your max speed so it might be like I don't know exactly how long it takes to get to your max speed in this game let's say it takes you like 10 15 yards so basically every first down run this guy's got a good chance to break a tackle but again he said no guarantees so it's just a slight situational boost let's say you comboed downhill with work horse you got yourself superstar in your hands which I think is fun because I don't know if I've ever really been able to make Power backs work in my games at least going back to like ncaa14 finally the first mental ability I've seen here Field General this one seems to be for quarterbacks because you can identify blitzers pre- snap at the lower levels and on the higher levels you can identify pre- snap coverages and at the Platinum level you can even see disguise coverages I did notice some people were kind of annoyed that You' be able to see what coverage shells they're running cuz they think it's like basically training wheels for people who don't know football but I mean if it's a disguise coverage now there's kind of a use for this so at the Platinum tier those guys become incredibly valuable cuz if it's a disguised coverage I don't know how you would automatically know that that's like say a cover four for example if they're showing a cover zero Blitz but if you got this ability you're going to be able to see it before the snap and adjust accordingly he says they wanted to keep the gam playay balanced at the Forefront though so for example with the pocket Shield ability this progressively makes offensive linemen hold blocks better on standard pass plays however the Platinum of this ability does not apply if the distance to the first down is more than 10 yards so if it's Fourth and 40 it's not going to do anything for you and that's why these are all meant to be very specific situational boosts it's not an alltime thing he says even if you have like the top tier of a lot of abilities you still have a chance to lose a rep again no guarantees of success which I think is good coaches also have abilities with gameplay effects and these going to be expanded on even more in the dynasty Deep dive which I cannot wait for I got to have some more info on Dynasty man I love it my favorite mode but anyways these abilities will have significant impacts on major features such as confidence and composure home field advantage and play styles to name a few here we can see Travis Hunter and a look at a bunch of different abilities it doesn't seem like there's going to be too many guys in the Platinum tier either so it's just like incredibly rare and only for like the elite of the elite and there's so many abilities in this game like this is a massive list we see right here you can look more in depth into it if you want and try and speculate in the comments below I'm curious to see what some of these might mean but it's nice to know that a lot of these are unique that we've never seen before I would have been kind of annoyed if they just copy and pasted kind of thing pre- snap recognition so this is designed to bring a level of clarity to the line of scrimmage he said it's meant to be reflecting the experience of the player controlling the game so for instance a freshman player may not be able to identify who is coming to Blitz or what shell coverage is at the line of scrimmage compared to what a season senior would recognize the system takes into account player and Coach abilities home field advantage all of which impact what a player can see at the line of scrimmage field general which we just mentioned affects this I'll break it down more in depth here so at the bronze level blitzes are highlighted but only after the snap so you have a basic level of awareness that's about it at the silver tier players can spot blitzes before the snap but only if they're close to the line of scrimmage and only for a brief moment so it's a slight Edge but not much gold it unveils a covered shell momentarily giving a glimpse of the defense that's clearly an advantage but at the Platinum one like we said earlier this is a massive Advantage so you can even see disguise covered shells only briefly though so it's not on the screen the entire time this is designed to ensure that the defensive player can also make adjustments strategically in response so if they know you got a platinum quarterback with those abilities they're not like completely screwed which is good to know it's going to be like a chess match the entire time which is fun football is kind of like that anyway confidence and composure college football specifically it's not only about the most skilled players but it's also who can maintain their composure in high pressure situations conf confidence and composure is about momentto moment gameplay he says players can get hot and cold depending on the outcome of each play and experience plays a critical role in that freshman will have more volatile swings than a senior and crowd level can affect players confidence increases progressively rivalry games the composure effects are even higher specific events like touchdowns can lift morale of the entire team individual plays like a pass breakup can significantly boost the composure of the player who made the big play composure is highly individualized driven by a player's archetype for instance when your player starts to cook quote unquote a scrambling quarterback will have improved ball security while a field General will have benefit from improved throw accuracy unique mental abilities influence their composure abilities can affect their teammates for a certain position groups so like the legion ability kind of making a reference to the legion of boom I guess increases the confidence of other defensive backs when that player gets an interception however these abilities benefits can be lost at any time if a player gets cold we did mention earlier coach abilities can play an important role in composure as well but those once again will be mentioned more in depth in the dynasty Deep dive blog which again I can't wait for that let's talk about Coach Vision so this is like your pre- snap info you can use the sticks to look at wear and tear composure and confidence which is like the Red Bar suggests your player is starting to cook quote unquote a blue indicator shows a player is getting cold and if they have a flame or snowflake icon that means they've reached the maximum in one of those areas you can also look at Players abilities and it looks like you can do that by each specific position group you can also see the matchups which they said they simplified this to basically mean green for a favorable matchup yellow for an even matchup and red for a disadvantage not even halfway people but here we are at HomeField Advantage you'll notice right away this is a reference right back to NCAA 06 with the stadium pulse some of the top ranked environments to play in in college football I think LSU had the highest rated Stadium like toughest place to play rating when we played but they said they also brought back the like similar screen Shake from nc6 you'll notice audio and in-game modifiers such is things we've seen before like squiggly lines but you also have play art appearing incorrectly audibles and hot routes might fail to register receiver icons might Fade Out the farther they get away from you especially in more critical moments in the game so this makes it so your initial play call before you start doing audibles and hot routes is even more important especially when you're in a hostile environment and you're the road team cuz it's just harder to communicate in those environments it makes sense you also have the classic like pump up the crowd thing with the right stick we come to expect those kind of things but I will say the audio in this game for the the stadium mixes is just insane it's by far the best I've ever heard in a video game and I think college football is without a doubt the best atmosphere of any football you can find it says home field advantage only affects the visiting team and it's only situation based staying within manageable down and distances is vital to successfully moving the ball down field he says and as the game situation gets tougher the crowd noise intensifies which is cool I cannot wait for like a fourth quarter very close game on the road I'm I'm just like itching to play this in like a dynasty mode especially like when I'm an underdog team and this could be like my first upset of them oh I can't wait some more cool things is in the pre-play controls you have like 12 potential hot routes and you don't need an ability to use them so if you want to add like a deep cross on there deep dig can add a post route been wanting to do that for years you also have the ability to have custom stems on your routes so you can modify by like a single yard at a time or 5 yard increments and you can update those routes in real time I mean you could honestly scheme up some crazy plays with this so there's no like create a play feature in game necessarily but with this many hot routes and this custom stem stuff there's a lot you could do but you also beholden to the play clock so try not to get too many delay of game penalties especially on the road and crazy environments a big feature that you'll notice right away is the revamped passing so just a little anecdote um when I was playing I I had like a a COR route with my tight end I was able to layer the football perfectly over the linebacker there was not a leaping linebacker in this situation and the ball got there before the safety could get there so it was just like a nice little the ball trajectory was exactly what I wanted to be floated it over them right into the tight end's hands for the a beautiful catch it was a nice play and I felt satisfied with that the way it played out it felt like very football you know what I mean sometimes things can feel too video gamey but that one felt nice and continuing on with the passing mechanics uh Scott was really adant about saying throw power is more than just like I throw the ball far attribute it's it's really more about the velocity of how quarterbacks can get in there quickly which is good to know cuz like even when you're scouting quarterbacks coming from college to the NFL like it's one thing you look for is more of the zip so on the start of a pass you'll see three colors blue yellow and red the sizes of each of those sections depend on a couple different factors so like your quarterbacks attributes abilities how far is the throw and other factors that might impact the accuracy such as is if you're being pressured if you're throwing off of your back foot if you're throwing on the Run Etc so if you land in the blue this increases the chances of a safe accurate ball this says if you land in the yellow it could mean uncertainty from the ideal Target not entirely sure what that means red areas could indicate potential inaccuracy the longer you stay in the red the greater the penalty it says they also said this kind of throwing mechanic was basically inspired by MVP baseball 05 which a lot of people said they like that throwing system in that game it says keep in mind that not all R sections are equal quarterbacks with weaker arms or lower accuracy ratings will have much larger red sections so trying to push the ball downfield consistently with weak armed quarterbacks not a good idea dude don't do it they also mentioned something called The Switch stick so when you're lurking in pass coverage you can flick the right stick this will directionally switch to the coverage to the other Defenders according to the direction you flick now I will say when I try to use this mechanic playing myself it took me a while to get used to it and I still don't think I was by the the time I finished playing I only played a couple of hours though so maybe I need more reps but you also got to keep in mind personally I've been awful at defense in literally every video game I've ever played so I might not be the best source of information on that they said they have, 1500 new plays 50 formations 134 team playbooks they even have the very odd long mesh from Wake Forest which you've ever if you've ever seen a a game of Wake Forest these past couple years when and the way they run that it's one of the weirdest offenses I've ever seen so I'm impressed that they got it into this game they have 10 non- team playbooks based around air raid multiple pistol all those kind of things custom playbooks is returning in this one you can use any of the plays from anybody else's Playbook you can't create a play specifically but we already saw how many hot routes you can use so you can still get crazy with those so there's potential for a lot of different combos they did touch on trick plays which seems kind of fun I like to do those every now and then DIY reversed you can decide whether or not to hand off to your teammate or keep the ball and run there's also halfback direct DIY reverse you got the double pass reverse the reverse pass the reverse Flea Flicker I mean all these sound kind of fun I want to be able to see them in game however you can't just Spam these plays all the time it says the defense will adapt making these calls a much riskier option so I bet you have to use them just like once in a blue moon thing just kind of how like normal teams use them glance rpos give players the ability to read a safety to the side of the glance route which is a short post he said the game is filled with rpos it's it's a very common thing of the college game so it's no surprise and with them having so many rpos he wanted to give the defense the ability to counter these rpos so Defenders away from the Run action will prioritize their past responsibilities and Defenders are more aggressive in fending off blocks from incoming receivers runfit Defenders are capable of responding to the Run action more rapidly enabling them to come downhill and make the stop you will see wide formations splits from teams like Oklahoma and Tennessee a characteristic of Veer and shoot play Styles flexbone option offense features base play such as triple option midline rocket toss counter option and Zone drive on the defensive side playbooks assigned to teams include 326 34 34 multiple 335 335 tight 425 43 43 multiple and multiple so there's actually like two no huddle kind of styles in this game a normal no huddle players will rush to the line offering the traditional Tempo when holding down y or triangle the one you're used to but there's a new one called turbo this is aimed to speed up gameplay they're like rapidly rushing to the line it says it's activated by holding down X or Square and they said that this is inspired by fast-paced offenses like in which cases defenses aren't able to fully set and defensive line is slower off the ball he says this is kind of a gamble though cuz you're trading the ability to Audible and hot route and it says you can use like the spike features out of any formation so it's not like you're constantly having to audible to get there which makes sense in real life they don't care what formation they're in they're just like come on let's spike the ball CPU teams now exhibit distinctive identities in their Tempo usage teams like Oklahoma for instance adopt an uptempo strategy for most of the game possibly calling for a shot play after securing a first down in certain areas of the field at a fast pace conversely teams like Michigan may only resort to this move following a significant play to jump start the offense when losing this next part is something I've been waiting on for a long time AI decision- making when it comes to clock management and timeout usage has also undergone substantial revision to more accurately mirror the Strategic decision- making of real life coaches which is if you played any E8 game in the past like 2,000 years they have never been good at making decisions late in games which bugged me and really drove me up the wall and like I mentioned earlier both players in the AI can now initiate a spike from any alignment and another thing this game will have like the 2-minute warning which is a part of college football now which will be interesting to see in the college game and in situations where players or the AI are about to audible players will glance towards the sideline which is kind of cool because that's a big thing at the college game they hold up all these posters with like weird looking symbols on them however this happens on both offense and defense and like let's say you snap the ball while the Defenders are looking at the sidelines this could cause them to be slower off the ball it's also says players will physically walk to the line and officials are going to be spotting the ball as well so like in the past couple years in Madden it would just kind of like like if you going to do hurry up it quickly simulates and you're immediately back at your new destination where your new spot is in the seconds that would happen in between just went away which I thought was kind of annoying I want to see my players get up there I want to feel like the pressure of like will I be able to get another snap off before this game is over I don't want it to just waste away on the background realtime coaching adaptive coaching engine to enhance CPU gameplay on both sides of the ball coach aggressiveness has unique adaptive adjustment levels different coaches will react and and adapt differently to successful run or pass games he says this makes every game unpredictable and dynamic which sounds nice and Theory hopefully every coach and every team plays differently the CPU now has a full range of adjustments just like human players would make which is cool like for example they can have shade techniques they can show Blitz run commits QB contains QB spies just to name a few and the AI will also adapt to whatever offensive Personnel you have on the field if you're dominating with an inside zone out of an 11 personnel you'll notice the CP you tweaking their defensive line to try and shut that down but they said different teams will adjust at different rates the AI is aware of your player ratings and abilities if you have an elite white out some teams might double cover him right from the jump other teams might match him with their top Corner the computer can also disguise coverages making the game play more challenging situational adjustments are things he described as pre- snap chess matches so for example when you're inside the tin expect the computer to press you inside shade techniques to try Force the ball the sidelines and over the top they got a pass protection mechanic which provides six pass protection targeting schemes through matchup lines you can see which player the lineman is supposed to pick up it'll be like a green line directly looking at him indicators will also pop up for unblocked Defenders which will be read it says they added 400 blocking animations and they said these cover both open field blocking as well as pass blocking and run blocking at the point of attack and engagements Miss said it helps deliver an aggressive and Powerful experience in the TR trenches for the defense the pass rush and run stopping power of the defense has also seen a significant upgrade the ability for pass rushers to play more pass rush moves and more often has been increased it says this Improvement is backed with new animations similarly Defenders now have an increased ability to play more shed Moves In The Run game which is also supported with new animations another key focus of development they said was the targeting systems for the fundamental blocking schemes such as inside and outside zones he says the aim here is to increase a user's ability to predict the outcome of targeting and be confident that the Defenders who need to get picked up will get targeted now let's move on to weather effects but it says the weather now plays a significant role in influencing the outcome of a game and the effects are far from subtle harsh weather conditions affect the movement of your players so like if it's pouring outside it's going to be challenging to plant and cut in these conditions and it says the passing game faces considerable impact when playing under harsh conditions as well players will have noticeably wobbly passes you're going to have impacted pass accuracy and throw power are some of the other gameplay elements affected by weather the chances of increased drops and fumbles also rise under adverse weather conditions the ball becomes slippery and harder to hold on to increasing the risk of turnovers this aspect means that players will have to be extra cautious and probably going to want to use that cover ball mechanic by using the right bumper or R1 more often weather will also make base wrap and dive tackling a bit more challenging as well lastly weather impacts special teams you'll see It'll affect your kick power and kick accuracy kicking the ball in heavy rain or snow can drastically alter its trajectory at distance making field goals and punts a challenging task he also talks about the little things like new one foot catch animations which are triggered by possession catches near the sidelines it says play action is more effective on first downs and short yardage situations that makes sense to my brain so kicking ratings determine the meter lower rated kickers have smaller green zones to work with and this like football goes back and forth here and you're trying to Target the the football in the Middle where it's green the larger the distance of the kick the faster the bar sways back and forth so if it's a 60 yard kick that thing is going to be moving to make a kick you get the ball centered hold down a or X after you do that and what you're trying to Target is right before you get to this red spot at the top of this Arrow if you go into the red it's considered an over KCK so over King could potentially give you the distance you need but at a potential cost like you're probably going to have a little bit of an accuracy penalty by doing this so you got to weigh the risk and reward you'll also notice the camera is more pulled back to look more like a TV broadcast angle which is nice they also talk about some celebration systems in game so this kind of works like uh it kind of reminds me of like the old FIFA 13 game celebrations you know like where the play ends let's say you scored a touchdown you have the ability to like put your right stick in a direction and you can celebrate that way you can also modify it with the left bumper or left Trigger or the right bumper or right trigger as well they said there is 20 different different touchdown celebrations four interception celebrations four first down celebrations some of the options include you can taunt The Crowd by putting your hand over your ear you do the Heisman pose which is nice and I believe I saw someone doing the gritty as a celebration one time when we were playing and the final feature he's going to be touching upon here is called Victory formation so when the game is mathematically over you can take a knee players will come onto the field and the following kneel Downs will be simulated but one little note from Scott near the end he says they've been looking at wish list from forums Creator social media I talked to some of the de team they said they personally watch my wish list so it's nice to know that it's being heard by somebody at least I can see some influences from what I said in that like I I mentioned some of my favorite games head coach 09 had like a wear and tear system uh nc6 had the stadium pulse obviously I mentioned some things about team Builder obviously and there's many other things in this game that I saw were slipped in there whether it was from my feedback or just like generally them looking into it I'm not sure sure but make those wish lists talk in those Reddit forums these guys paid more attention than you'd probably expect I've personally enjoyed my experience with this game but if you're still not sold on to it wait for the reviews later on but yes that's a very exhaustive deep dive but I'm glad that they did it this way let me know what you think in the comments below anyways I just want to say thank you guys so much for watching you're all legends of my book and ask for me I am Drew Morris Pi dusi not the expert and I'll see you guys in my next video peace

Share your thoughts

Related Transcripts

Peach Bowl Playoff: Revenge Game vs. UAB Blazers! | EA College Football 25 UNT Dynasty Ep.30 thumbnail
Peach Bowl Playoff: Revenge Game vs. UAB Blazers! | EA College Football 25 UNT Dynasty Ep.30

Category: Gaming

Introduction greetings everyone welcome back to the north texas mean green dynasty here on college football 25 here on e uh pastor game 2 yo i'm so ready for today i'm ready for this game because it's a revenge game man the uab uh blazers beat us earlier this season in a conference championship ship... Read more

College Football 25 EXCLUSIVE FIRST LOOK GAMEPLAY + TEAM BREAKDOWN thumbnail
College Football 25 EXCLUSIVE FIRST LOOK GAMEPLAY + TEAM BREAKDOWN

Category: Sports

Iowa hawkeyes the more things change the more they stay the same that's iowa in ea sports cfb2 because my oh my do they had themselves a defense once again linebacker jay higgins grades out at 94 overall he's the top linebacker in the game and nick jackson 90 overall not too far behind they're the top... Read more

Rod Moore with a Pick-6 - Online H2H Ultimate Team Duo Squads | College Football 25 thumbnail
Rod Moore with a Pick-6 - Online H2H Ultimate Team Duo Squads | College Football 25

Category: Gaming

Fires it to the white out and he throws his third interception of the day can he take it all the way at the 30 now crosses the 10 touchdown fouls and the Read more

UTEP IN THE POSTSEASON?! | DYNASTY #9 YEAR 2 (POSTSEASON) | College Football 25 Stream VOD thumbnail
UTEP IN THE POSTSEASON?! | DYNASTY #9 YEAR 2 (POSTSEASON) | College Football 25 Stream VOD

Category: Gaming

Yo yo what's yo what's going yo what's going on yo yo what's yo what's going yo what's going on yo what's going on everybody yo what's going on everybody hello yo what's going on everybody hello. have yo what's going on everybody hello. have you yo what's going on everybody hello. hope you guys yo what's... Read more

Alabama Dynasty - #9 Alabama Crimson Tide Vs #11 LSU Tigers - CFM - Livestream - Full Game thumbnail
Alabama Dynasty - #9 Alabama Crimson Tide Vs #11 LSU Tigers - CFM - Livestream - Full Game

Category: Gaming

E e e e e all right welcome back my bad if the auto is messed up for a second but we get next word away now and yeah now we're playing against lsu tigers at rank number 11 so yeah let's uh get this game on and popping i think he waiting on me that's it all you get sir e all let me see did he join the... Read more

EVERYTHING YOU CAN EDIT ON PLAYERS IN COLLEGE FOOTBALL 25 thumbnail
EVERYTHING YOU CAN EDIT ON PLAYERS IN COLLEGE FOOTBALL 25

Category: Gaming

[music] all right we got college football 25 here and we're about to get into talking about what you can and cannot edit in the game so uh well a lot of us are really really looking forward and have been looking forward to this game so and gameplay is is as advertised it's really good presentation is... Read more

Can I survive CFB at the worst SEC school? thumbnail
Can I survive CFB at the worst SEC school?

Category: Gaming

I think it's about time i evolved as a player to really get to the next level i need to change my facial hair now i'm ready the mutton chops will bring me to the promised land oh yeah whole new feeling now he looks absolutely ridiculous like he's just out of some biker gang but if this is going to be... Read more

Pick Your Team! Ranking ALL 134 Teams for College Football 25 Rebuild thumbnail
Pick Your Team! Ranking ALL 134 Teams for College Football 25 Rebuild

Category: Gaming

All 134 fbs teams ea sports college football 25 my rankings and one reason for each team as to why you should rebuild them first in dynasty mode if you stick around to the end i'll give you bonus road to glory content where i'll tell you my favorite 10 schools to join on the offensive side of the ball... Read more

+2 SPEED! 50/50 PRO STYLE AND OLE MISS THEME TEAM IN COLLEGE FOOTBALL 25 ULTIMATE TEAM! thumbnail
+2 SPEED! 50/50 PRO STYLE AND OLE MISS THEME TEAM IN COLLEGE FOOTBALL 25 ULTIMATE TEAM!

Category: Gaming

Come on come on let's lock in let's lock in lock in boy is that a 70 overall quarterback what are you going to do with that bro get your team together man a nobody got coins like [music] that your team is p your coins is empty you're getting c and it's driving the wild got a solution with no removing... Read more

Campus Legends #1 The Reggie Bush Heisman Challenge | College Football 25 thumbnail
Campus Legends #1 The Reggie Bush Heisman Challenge | College Football 25

Category: Gaming

The intro y ready let's go oh yeah oh yeah off to the racist hey oh my goodness oh my god that's is one of the best runs i had in this game turn me up oh yeah oh my goodness chad that was amazing on that heisman what you mean yes sir coming at you guys with episode one of a series i'm called campus... Read more

Thomas Castellanos Throws a TD to Jeremiah Franklin | College Football 25 thumbnail
Thomas Castellanos Throws a TD to Jeremiah Franklin | College Football 25

Category: Gaming

Perfect play at the perfect time right there looking to the end zone touchdown boston college and they've got the lead in the final minute really good execution by this offense late Read more

I Created a School in College Football 25 | Ep 1 thumbnail
I Created a School in College Football 25 | Ep 1

Category: Gaming

I created a school in college football 25 and each episode i'll play an entire season with them to start a new college though the money has to come from somewhere and kentucky billionaire tomara guston was sick of horse racing she decided that she wanted to start up her own college and kentucky has... Read more